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Uma Musume Reference

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100% found this document useful (1 vote)
103K views225 pages

Uma Musume Reference

Uploaded by

Franco Lopez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Uma Musume Reference Document

This document assumes you’ve completed and understood the tutorial. If you’re confused on
how to actually play the game, refer to this guide on Gametora. They also have guides for each
scenario under Articles > Scenario Guides. This is written for the Japanese server.
Older Versions: URA Era | Aoharu Era | MANT Era | GL Era

This is basically the total sum of my knowledge of the game gathered from months of asking
and answering questions on the Discord. It should be able to answer most questions you have
about the game and its mechanics. When I learn something new, I’ll add it here. Reading it from
front to back isn’t recommended, simply use the table of contents to find the section related to
your questions. Though, I’ve tried to order it in a logical way.

Quick Links: Tier Lists | Training Flowchart | Required Stamina Chart | Support Card Builds
Uma Reviews | GM Strategy | Monthly PvP Recommendations | FAQ

Emulators and some phones can no longer play the game outside of Japan. If you have a
computer, you should switch to DMM, the official PC release. Here’s a guide for getting it set up.
Use your Link Password to transfer your account.

“Should I pull on the current banner?” (Dream Journey, GFF Rice Shower, Twinkle
Collection)
Umas: She could have potential but generally the mid and long tracks on Hanshin and
Nakayama are quite unfavourable for backliners, and her skills are weaker outside of these
situations. Pull if you like her or you’re a keiba fan.

This new alt Rice is a long distance Kyoto specialist but has to compete against the likes of
Blaze Brian within the same strat and strong betweeners such as Laurel and Xmas Bright. For
what it’s worth, this alt is the most fully functional version of Rice so this one is for the Rice fans.

Best picks from the Twinkle Collection are Pearl and Ruby for general use on short and mile;
Summer Bamboo and Machan for short distance. Bride Curren is currently the best uma for the
upcoming LoH. Summer Taiki is alright, Sports Bakushin is a bit questionable strength-wise, and
Bono you can farm in the Daily Legend Races.

Support Cards: New scenario, new double rate up where both cards are back loaded and
you’re highly encouraged to use a power card. If you had to pick one to prioritise limit breaks it
should be SSR Nishino but you want at least 1LB Rijichou.

SSR Dantsu Flame is good stats-wise but not enough to dethrone Sounds of Earth, and fits in a
very small niche of mid distance races where you’re a frontliner and want to use a stam card.
Basically a whale toy or borrow slot situation.
Event Schedule:
On Now: Tachyon’s Inheritance Research
July 22: League of Heroes (1000m Turf), Recommendations

Feel free to translate or share parts of the document or the entire thing, as long as you don’t do
it commercially and you link to this document with a note, such as “Translated from…” or
“From…” Consider it CC BY-NC to keep me from pouting at you.

Table of Contents
Rerolling Guide
Rerolling Tier List
Link Passwords
Creating a Link Password
Using a Link Password
Your First Month In Uma
Tips for New Players
Common Terms
Frequently Asked Questions
Menu Translations
Home Screen
Collection Screen
Stories Screen
Races Screen
Menu
Profile Screen
Uma Filters
Training Screen
Helpful Tools
Gametora Training Event Helper
Keyboard Controls for DMM
Automatic Screenshot Combiner
Learning Japanese with Uma
Gacha
Training Umas
Inheritance
3 Star Blue Factor Chance
Raising Aptitude
Chance of Inheriting Factors
Chance of Getting White Factors
Finding Friends
Uma Musume DB
GameWith
DjeetaSearch
Friends to Look For
Adding Friends
Support Card Restrictions
Currencies
Jewels (Carrots)
Friend Points
Crowns / Circle Points
Clovers
Horseshoes
Statues
Shoes, Banners, and Dream Glitter
Hint Books
Limit Break Crystals
Support Card Tier Lists
Customizing the Tier Lists
Technical Information
Support Card Builds
Project L’Arc
Grandmasters
Grand Live
Aoharu
Make A New Track
Debuff Builds
Consistency vs Perfection
Group Cards
Telling Time
Fan Goals
Optional Races
Training Events
Crane Game
Acupuncturist Anshinzawa
New Years
Lottery
Summer
Fan Checkpoints (and Unique Skill Levels)
Conditions
Positive
Negative
Basic Training Strategy
Advanced Training Strategy (URA)
Advanced Training Strategy (Aoharu)
Advanced Training Strategy (MANT)
Schedules
Racing vs Training
Item Values
Advanced Training Strategy (Grand Live)
Tokens
Lessons and Songs
Song Unlocks & Tier List
Ideal Song Pattern
Advanced Training Strategy (Grandmasters)
Advanced Training Strategy (L’Arc)
Micro-optimizations
Detailed Scenario Info
Aoharu Scenario
Recorded Example Runs
Stats
Stamina vs Guts
HP
Stamina Calculator
Required Stamina Chart
Aptitudes
Percentages of Events
Resting
Dating
Uma Ranks and Score
Score Calculation
Points for Ranks
Racing Series / Triple Crowns
Uma Musume Reviews
1* Umas
2* Umas
3* Umas
Most Recent Review (above)
Beginning Breeding Strategy
Advanced Breeding Strategy
Parents to Try Making
PvP - Stadium
Format
1 and 2 Star Teams
Promotion / Demotion
Items
What Uniques to Inherit
Stadium Race Frequencies
Short
Mile
Mid
Long
Dirt
Other Qualities
PvP - Champion’s Meeting
Brackets
Rounds
Uma Win Rate Stats
Analyzing Tracks
G1 Track Spurt Starts
How to Win
Spurt Speed Carry-over
Recovery Consistency
Making a Team
Unusual Strategies
League of Heroes
Monthly Recommendations
Uma Recommendations
Team Recommendations
CM Skill Rankings
Generic Orange Skills
Generic Red Skills
Runner Skills
Leader Skills
Betweener Skills
Chaser Skills
Dirt Skills
Short Skills
Mile Skills
Medium Skills
Long Skills
Circles
Ranking Rewards
Emote Translations
In-Game Events
Trainer Exchange
Legend Race
Daily Legend Race
Story Events (Roulette)
Show Time
Trainer Skills Test
Racing Carnival
Scouting Event
Uma Musume Strolls
Tachyon’s Inheritance Research
Speedrunning Trainings
Support Cards In Detail
Stat Stick Passives
Other Passives
Friend Card Passives
Race Bonus Benefits
Calculating Training Stat Gain
Skills
Conditions
Green and Purple Skills
Blue (Recovery) Skills
Gold Recovery Rankings
Red (Debuff) Skills
Orange Skills
Aoharu Skills
Unique Skills
Calculating Effectiveness of Skills
Speed Skills
Acceleration Skills
Stadium PvP Skill Rankings
Categories
Generic Green Skills
Generic Blue Skills
Generic Orange Skills
Generic Red Skills
Runner Skills
Leader Skills
Betweener Skills
Chaser Skills
Dirt Skills
Short Skills
Mile Skills
Medium Skills
Long Skills
Uma Racing Strategies
Phase Multipliers
Races
How do they work?
Gate Blocks
Secret Stat Checks
Technical Information

Rerolling Guide
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. However, you cannot reroll on
DMM, you’ll have to do it on a phone or on an emulator.

If you get a reroll you like, you can start playing with it. If you get a good account but want to
keep rerolling to try to get something better, you can set a Link Password for the account so you
can go back to it. To judge whether a reroll is good, refer to the Reroll Tier List.

If you get a bad reroll, you can delete the account data from the main menu. Doing it this way
means you don’t have to re-download the game.

On future rerolls, make sure to press the green button on this popup, as that’s what skips the
tutorial. It doesn’t appear on the first account you make on a device.
Using BlueStacks’ multi-instancing, you can run many copies of the game at the same time with
your inputs synced across them, which will make rerolling drastically quicker. If you have a
decent PC, it’s certainly worth it over using a phone.

When rerolling, you should spend everything on Support Cards, the banner without 3d models.
They are what determine the power of your account. Umas are, essentially, cosmetic costumes
with very little actual gameplay impact. If there’s a particular uma you want, you can do 10-20
pulls on umas, then reroll if you don’t get them. Spend the rest on Support Cards.
There will also be some banners that take tickets, depending on what promotions are going on
when you make the account. They’ll only be shown if you own the tickets. You can freely spend
these tickets. The ticket banners never update so there is no reason to save them.

If you have an almost-good account, there are a few things you can quickly do to get an extra
roll. If you create a Link Password, you’ll get 1000 jewels. And if you check your Uma Directory,
you’ll get some jewels. Accepting the rewards from the missions (which will be things like
“collect 45 different support cards”) can also move the needle.

If you get really desperate, you can set your birthday in your profile and change your title, or
start reading the uma stories. You could also break down some unneeded cards for horseshoes
to buy tickets, depending on how many duplicates you pulled.
Rerolling Tier List
Here’s a general reroll tier list for players who don’t plan on spending much, or any, money on
the game. When it comes to SSRs, it’s quality over quantity. Between an account with one top
tier SSR and one with 20 random ones, the former is better.

If you’re on one of the other servers (e.g. KR), then check the Banner History at the bottom
of this page and find where you currently are. Then, look ahead for good banners.

Best Cards to Reroll For:


Most SSRs are weaker than SRs until high LBs, but there are some exceptions. Those
exceptions are what you want to target. There’s also a pick ticket in the missions that can get
you another copy, which you should use for these. Reroll for one copy, then ticket the other.

Wisdom McQueen: McQueen is usable at low limit breaks, beats a lot of the MLB SR wisdom
cards even at 0LB, and is currently the best in slot for stats. Leaders are generally good for
most events and her skill and hint pool are leader focused.

Maruzensky: Maruzensky is a competitive Speed card at 1LB with impactful Runner skills.
She’s particularly good for Runners (McQueen, Twin Turbo, Seiun Sky, Kitasan).

Sounds of Earth: Sounds of Earth gives a gold recovery that works everywhere and are also
pretty strong. Gold recoveries can be worth as much as 250+ Stamina, which really helps for
Mid and Long distance trainings. You only need one copy of either of these, so you can save the
pick ticket for something else. Though, if you don’t have them, the McQueen welfare works fine
for Long, but her gold isn’t guaranteed.

There isn’t a good card that’s particularly good for Betweeners. Also note that, on a new
account, it’s fairly easy to raise the currency to do 200 total rolls on a banner, as long as you
didn’t start the account very close to the banner’s end. Upon doing 200 rolls, you can pick one
of the banner cards. You can use this combined with patience to get a reroll that quickly gets an
MLB card.

You can see the Support Card Tier Lists for more details. While there are very strong SSRs in
the game, it’s nearly impossible to reroll for them if they’re not on rate up. For example, even
though Kitasan Black is widely regarded as one of the best cards in the game, that’s only at
MLB. Before 3LB, she’s quite average or even bad, so rerolling for her isn’t a good idea.
Link Passwords
Link Passwords allow you to connect your account to other devices.

Creating a Link Password for your account is pretty important, as it will prevent you from losing
your account if anything bad happens. If you somehow lose your game data, you can use the
Link Password to get it back. Even if you have the account linked with something else, like
Google Play, you should still make a Link Password just in case. It also nets you 1000 Jewels.

Creating a Link Password


Open the menu in the top right to get started, then click these buttons.

The password must contain a capital letter, a number, and be at least 8 characters long.

Write down the ID and Password it gives you in the sixth screen and keep it somewhere safe,
preferably not on the same device you play Uma Musume on. Otherwise, if you lose the device
or it somehow stops working, you’d lose both.
Using a Link Password
Transferring your account is a similar process. Open the game on the device you want to
transfer to and have the ID and Password from before handy. You can access the Link
Password screen from either the title screen or the ingame menu.

Doing this will not remove the account from the old device. You can have your account on both
your phone and on DMM, for example. You just can’t play them both at the same time, logging
in to one will log you out of the other.

You can use the same Link Password multiple times.

The data on the device that gets overwritten will be lost forever if you didn’t make a Link
Password for it.
Your First Month In Uma
There’s a lot to do when you first start an account. Here’s a checklist, roughly in order of when
you should do them.
● Reroll if you’re going to. It’s extremely helpful.
● Level up cards that you take on runs, but not others. You have a limited amount of
resources for levelling things up in the beginning and it’s better to take a small amount of
cards to max than level a bunch a little bit. Check the builds here.
● Read the Basic Training Strategy. It applies in all scenarios.
● Add some friends with good parents and rent them while doing runs.
● Win every graded race once. When going to the optional race screen, if there’s a
grayed-out trophy in the top right, you haven’t won that race. Each one you win for the
first time gives you jewels, so try to clear each once.
● If any uma you train results in a three star blue, or two star blue and three star pink, click
the carrot icon in the top left and mark them as a good parent you shouldn’t delete. Use
umas like this as parents when starting runs once you get them. Inheritance details here.
● Spark on the current support card banner if you rerolled on it (200 total pulls) to get at
least one more copy of the banner card.
● Do 30-50 rolls on umas to collect the 1 and 2 star umas. After this, start saving up jewels
for either umas you like, or better support cards. Ideally, you shouldn’t pull without a
spark ready (30,000 jewels). Two sparks gives you a 50/50 chance of MLBing an SSR.
● Train an uma for each Stadium distance. For brand new players, that would be Bakushin
in Short, Vodka in Mile, Daiwa in Mid, Gold Ship in Long, and Urara in Dirt.
● With those umas, you should be able to clear the main story to get the free SSRs. You
can do a run with the Team Sirius card and buy the gold skill, then use that uma in the
final Arima race to unlock the free Special Week, a Long Distance uma.
● You can also start doing each of the Daily Legend Races. Each one you clear will give
you jewels, and with an uma for each distance, you should be able to clear them all.
Once all are finished, you can start farming the uma you like best.
● Join a Circle with many members and start trading shoes for Crowns, which can be used
to limit break the free SSRs from the story. You can additionally get up to 100 crowns per
day from people borrowing your uma. You can use reroll accounts to do this yourself
each day, if you want to speed things up.
● Finish off any of the missions you’re still missing. Once they’re complete, you can use
the random gacha tickets, then use the 3* Uma select ticket with less fear of getting
duplicates later.
● Each week, you’ll go up a Stadium class and unlock another 5 slots, so keep filling them
in as that happens. You’ll get a lot of jewels and friendship points from the class
upgrades and team rank upgrades. Here’s a full F2P team.
● Use the Friendship Points gained from Stadium to get all the copies of Urara from the
Friendship Point shop. Once you have her MLB, go for the follow slots.
● Prepare some umas for the Champion’s Meeting or League of Heroes for the month.
Even if you lose, you’ll still get rewards, so it doesn’t hurt to participate.
Tips for New Players
1) Save your 3* uma pick ticket until you finish the missions. The missions grant you
tickets that give a random 3* uma, so you want to avoid getting dupes in this way.
● If you have a favourite uma among those nine, you can use the ticket on them if
the random tickets didn’t give you her (you can get Special Week for free later in
the story though). Otherwise, use it on an uma with Dirt aptitude, such as Oguri
Cap or Maruzensky. These are the rarest, and there are only two umas below 3*
that have it naturally. Oguri Cap is the strongest uma in the starting set.

2) Join a Circle as soon as you can, preferably one with many members. These are like
guilds. By giving people the shoes they request, you will receive Crowns, 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. But, you can buy ones that match daily legend race umas to save a day. If
you don’t pull on umas, getting the 1* and 2* shards to unlock their outfit is fine.

4) Borrow other players’ umas as parents whenever you can. You can do this five
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 inheritance 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.

7) Make a Link Password. If anything goes wrong, it will prevent you from losing your
account, and you get some gems for doing so anyway.
Common Terms

Japanese English

スピード Speed

スタミナ Stamina

パワー Power

根性 Guts

賢さ Wisdom, Intelligence, Wit

体力 Energy

やる気 Motivation

芝 Turf

ダート Dirt

短距離 Short (Distance), Sprint. Distances from 1000m to 1400m

マイル Mile, Distances from 1500m to 1800m.

中距離 Mid (Distance), Medium (Distance). 1900m to 2400m

長距離 Long (Distance). 2500m to 3600m

大逃げ Oonige, Great Escape, True Runner

逃げ Runner, Escape, Nige, Front

先行 Leader, Senkou, Pace

差し Betweener, Sashi, Late

追込 Chaser, Oikomi, End

因子 Factors (inheritance), Sparks

Other Terms Definition

Rainbow Also known as friendship training. The rainbow glow around trainings.

Bond The gauges in the top right when selecting a training. Visual here

Spark Aka pity. Choosing an SSR/3* after doing 200 rolls on the same banner.

Welfare A card given for free, such as event cards and the ones from the story.
Hint The !s that appear on trainings and grant skills.

Shorthand Definition

Agemasen When an SSR card can fail to give you their gold skill, or fails to do so.

CM Champion’s Meeting, the monthly PvP tournament

Futa Cover 蓋, a Runner who tries to prevent other Runners from doing things

Ult An uma’s built-in unique skill (from “ultimate”)

LB Limit Break. Usually preceded by a number, like 2LB or 0LB.

MLB Max Limit Break. The same as 4LB, for now.

Skills Full Name

A lot of the time, people will use the Japanese names because they’re shorter or they don’t
know the English names. Here are some further shortenings.

Jiga Jigatame 地固め, the Japanese name for Groundwork.

Gear Maruzenksy’s unique skill, 紅焔ギア/LP1211-M

Agatte Agattekita アガッてきた!, the Japanese name for Now I’m Pumped!

Jaja Jajauma じゃじゃウマ娘, the Japanese name for Wild Girl

Chokki Chokusen ikki 直線一気, the Japanese name for Straight Shot

Uma Names Full Name

Many Uma shorthands are obvious, but here are some of the more confusing ones.

Unsu Seiun Sky (セイウンスカイ Sei - un su - kai)

Ayabe Admire Vega (アドマイヤベガ A - domai - ya be - ga)

MTG Mayano Top Gun, not Magic The Gathering

NTR Narita Top Road. It’s Narita Top Road.

Kaichou Symboli Rudolf, the student council president

Chocobon Valentine’s Mihono Bourbon, from Chocolate + Bourbon and an IRL snack

Neicha Nice Nature, from her Japanese name

Mun Matikanetannhauser. She makes “mun” sounds.


Frequently Asked Questions
Why can’t I put this uma I just pulled on my PvP team?
You didn’t train them yet. Read Gametora’s Beginner Guide.

Is this banner worth pulling on?


See the answers on the first page of this document.

Is this card I just pulled good?


0LB SSRs will be worse than SRs with LBs, so probably not. Check the Tier List.

What build should I use for X?


CM or Stadium? Stadium/General -> click here CM -> click here

What parent should I use for X / what unique should I inherit for X?
CM or Stadium?
Stadium -> click here
CM -> click here

What Scenario should I play in?


The newest scenario will be the best, whichever is furthest right. Currently, that’s L’Arc. Others
can be used for making parents, but aren’t currently used competitively.

Who should I use for loop breeding for X?


Don’t do loop breeding unless you’re prepared to do 500 runs. You can safely forget it exists, it
gives little benefit over normal training. Just see the Beginning Breeding Strategy.

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.

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. If your Stamina is fine, probably your Power is the issue. Make sure your uma
also has A for the surface and distance.

What skills should I buy here?


Pick one distance and one strategy your uma has A or better in. Find their Japanese form in the
Common Terms chart. Buy skills that have that Japanese at the end of the skill. For example, if
the skill ends in <作戦・先行> it’s for Leaders, and if it ends with <長距離>, it’s for Long. You
can also buy skills that have nothing in angle brackets at the end, unless they’re at the top of the
list (uniques). That’s fine to start. For more advanced buying criteria, see the Skill Rankings.
Do debuffs affect my own umas in team races?
That’d make them pretty pointless. No, they don’t.

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.

Does this skill work outside of training?


Yes. Any skill you can buy can be used anywhere.

When will X uma be released?


Find the horse on JBIS and look at the bottom of their page for what races they won. They will
usually be released around one of those. For example, Nishino Flower was released on April
11th, and she won the Oka Sho on April 12th. They don’t always follow this, but it’s the only
method you can use to guess.

Can green skills increase your stats beyond the cap?


The internal stat caps are 2000. Green skills can raise your stats to 2000.

How do I get rid of umas I don’t want?


Go to the Hall of Fame and press the button in the bottom right, then click the umas you want to
sell. Double check their inheritance first, you wouldn’t want to accidentally sell a good parent.

Do we know what the next banner is?


Unless the banner is announced on a Pakalive stream, they will post the banner details exactly
twenty-four hours before the banner changes on their Twitter. Accurate leaks are very rare.

When will X get rerun?


Umas very rarely get rerun. There’s usually one banner of support card reruns per month, but
there’s no pattern to the cards that get rerun. In short, we have no idea.

Is this character limited?


No, there are no limited umas. Other than event welfares, there are also no limited support
cards. Events haven’t been rerun yet, but surely will at some point.

When does this banner/event end?


The end times listed in-game are in your local time.

Which card do I spend my Circle Points / Crowns on?


This is answered in the Crowns section.
Why don’t we see Erzzy on the EN Discord anymore?
The short answer is I don’t like the staff.

Originally, the members of #character-building ended up forming close friendships. Uma only
requires meta discussion for about the week when a CM is announced and the days the CM is
actually running, so in the other times we mostly talked about whatever and got to know each
other.

Then one day, staff told us that there would be no more off-topic discussions allowed. So, we all
moved to a different server (with difficulty, as they prevented us from organising such a thing on
the Discord itself). We got to continue our off-topic talks with even more freedom, staff got a
channel that turned so inactive it got merged into #gameplay-questions, and everyone was
happy. Except the regular Discord members who no longer had access to meta discussions
from some of the most invested and knowledgeable players. We tried discussing with staff a few
times to find a solution, but nothing came of it and it’s basically unsalvageable at this point.

At that point, I was still in the mindset of “I’ll probably go back once everyone calms down.” But,
a few weeks later, they removed Pecan (the one who made the skill bashin charts for CMs) and
myself as Helpers due to inactivity. This is something that had no precedent (previously Helpers
disappeared for months without any result) and also no warning. It felt like such a petty slap in
the face. I basically decided not to return at that point. At worst they were doing it to spite us, at
best they were doing it to try to bait us to return and do free labour. Some other Helpers tried to
talk to staff about the decision, but again, staff wouldn’t change their mind.

There have been more instances of staff doing things I find distasteful but this is long enough
already and the above covers the main reasons. The other things simply reinforced my decision
to stay away. I have a place to chat where I’m more comfortable now.
Menu Translations

Home Screen

Relevant sections: Circles, Currencies (for Shops), In-Game Events


Collection Screen

Uma Musume Reviews


Hint Books
Stories Screen

The SSRs you receive from the Main Story can be Limit Broken by buying extra copies with
Crowns (Circle Points).

When a new uma is released, you’re able to read the first four parts of their story during the
banner. Make sure to check in and grab the free gems when this happens.
Races Screen

Relevant Sections:
Stadium PvP
Champion’s Meeting
Legend Races
Menu

There’s also a button for Google Play when on Android, and I assume something similar on
iOS?
For Data Transfer, see Link Passwords.
Profile Screen

Your gender affects some of the umas’ lines. It’s usually just what they call you, but some have
bigger differences, like Dober being ruder to male trainers. To unlock all the lines in the game,
you’ll have to switch your gender and chat with them. They’ll also say special things on your
birthday and the days following it, so cycle through all your umas when that happens to unlock
more lines.
Uma Filters
Training Screen

Relevant sections:
Telling Time
Fan Goals
Optional Races
Conditions (if you have a bad one, the Hospital is available. They can be seen in the Status
screen)

Resting raises Energy. Dating raises Mood. Racing raises Fans. Training raises Stats.

If you suspend the run, you can come back to it later. If you abandon it, it’s gone and you have
to start a new one.
Helpful Tools

Gametora Training Event Helper


https://gametora.com/umamusume/training-event-helper

Enter the cards and uma you’re using into this site and you can use it to check what all the
conversation options in the game will give you.

Match the text in the top left of the screen in-game when there’s a choice to the options here,
then click the option to see what each choice gives you.

Using this will help you make stronger umas, as the choices you make in all of the events that
happen during a run are quite significant. In general, try to pick stats from events that you don’t
normally train, such as Stamina or Intelligence in a Speed/Power build. Energy and Motivation
are also very important when you need them, and sometimes a conversation will even give you
a hint for a useful skill.

Tip: If you get a choice between 10 Energy or 30 Energy and a possible sickness, choose the
30 Energy. It succeeds almost every time, at least 80% of the time if not more.
Keyboard Controls for DMM
This is an Auto Hotkey script for the DMM version of the game that allows you to do training
runs using your keyboard. If you get RSI from using a mouse, it may help. The game doesn’t
track clicks, so it’s safe to use currently.
Download AHK from here: https://www.autohotkey.com/download/
Then save this script as a .ahk file and run it as administrator: https://pastebin.com/MuerUj20

During training, you can use QWE and ASD to interact with the two rows of buttons. For
example, W goes to training. 12345 will select the different trainings, while ` will go back.

The RFV column is for races. F signs up for the race, R confirms it, then V skips the race. Space
goes through the rest of the buttons, so you can spam that until you’re back. Space is also used
for the inheritance event, though many buttons will manage to click it.

The TGB column is for conversations. T picks the top option, G picks the bottom option. If there
are three options, B will select the very top option. You can change any of these by altering the
letters before the :: in the AHK script. For selecting skills or changing races, it’s best to go back
to the mouse.

Here’s a picture that may or may not help you understand.


Automatic Screenshot Combiner
https://ssc.kitachan.black/

Here, you can paste multiple screenshots of an uma screen and get a stitched together image.
It’s useful for sharing your builds or parents. If you’re playing on Windows, use Alt+Print Screen
to capture the image with your skills/factors scrolled all the way to the top, then Ctrl+V to paste it
into the site. Repeat those steps with the list scrolled down. Repeat until you have screenshots
of everything. Then click the purple button on the site to get the combined image.

Putting those three in and pressing the button results in this:


https://cdn.discordapp.com/attachments/391257802347118594/1028059556116451328/unknow
n.png

The extra options are, in order, “Cut off the top” (eg, the DMM bar), “Cut off the left/right edges,”
“Crop out the uma information (i.e. just show factors/skills),” “Remove the scroll bars,” “Leave
the bottom of the final image,” and the final option is something you can try if the images don’t
merge properly.
Learning Japanese with Uma
Trying to learn Japanese through the game with no foundation at all will be pretty painful.
However, you can use it as motivation and supplement. Just be careful if you’re male,
considering all the characters are girls. Copying them may garner you weird looks.

You are going to need to learn kanji at some point. For a free option, Koohii is quite good. For
paid, there’s WaniKani. These both used spaced repetition systems to help you remember.
Knowing even just the English meaning of kanji is very helpful. For example, 飛行機. If you
know the meanings, you can see it’s “fly journey machine.” Airplane. Not all make quite that
much sense, but it does make words easier to remember. Even though irony (皮肉) is “skin
meat” that’s a pretty memorable oddity.

For lessons and vocab, for free, there’s Renshuu. Use the settings to remove the reading
vectors from Kanji tests. For paid, I like NativShark for its native audio and smooth experience. If
you want to speak accurately, Dogen’s pronunciation lessons are great.

As for where to start in Uma, I made a spreadsheet here that uses various metrics to determine
the readability of the uma’s character stories (the ones with 7 chapters). jReadability is the most
modern of the metrics and generally is regarded as being most accurate. You can use this to
judge where to start or who to avoid until you’re more experienced.

All of the characters in that sheet have a link to japanese.io where you can read that story with
assisted reading capabilities. If a story has differences for male and female trainers, the stories
there will be the female version. If you hover kanji, it will show the furigana. If you click a word, it
will show the definition. This can be a crutch so you might not want to rely on it heavily, but the
site has some cool features. Read alongside the game so you can hear the lines being spoken.

When reading, you will find many things you don’t know. You can check Jisho for the definitions
of words, if you’re not using japanese.io. Tae Kim’s Grammar Guide is good for grammar. JLPT
Sensei also has a lot of good info. You can usually find the page by just googling it + “jlpt
sensei”. If you can’t find anything at all, you can ask on HiNative, just make sure to answer
some questions about English in return.

As you find new words or phrases, you might want to put them into an Anki deck to help you
remember them. (If you use NativShark, you can make custom flashcards there which will be
the same thing basically) Using the app every day, it will show you words with a spaced
repetition system to help you remember, just like Koohii or WaniKani. This plugin makes it easier
for Anki. Japanese.io also has a button on the side (looking like a thumbpin) that allows you to
make a flashcard deck for a text, though it’s a paid feature.

You can also find premade Anki decks on AnkiWeb. These are put up by users, so the quality
may not be the greatest, but you can use them as a starting point. Anki is great for helping you
remember words, kanji, or phrases, but it’s no replacement for an actual curated course.
If you want to check your work, you can see the translations from the English patch here. Each
folder is labelled with the uma’s game id number, which you can see on GameTora. Just choose
“Sort by: Game ID number” and remove the last two numbers, which represent the costume. For
example, Mejiro Bright is 1074. The folder contains the seven chapters, and then you can see
the JP and English side by side. Scroll down bit by bit as you read and see how close you were.
Though, note that many of these are machine translated, so may not be perfectly accurate.
Maybe try contributing when you feel confident. You can also use the jpText lines here to allow
you to copy/paste the words you see to look them up. \n is a linebreak.

Note that using the English patch is against the game’s terms of service. If you decide to
apply it to your game, you do so at your own risk. Nobody has been banned for it yet, but
Cygames could change that policy at any time without warning.
Now, there are many times you will have no idea what something is even with these tools. This
happens a lot with umas like Rickey, Helios, Rudolf, and others who use specific speech. For
Rickey, it’s Chinese Feng Shui. For Helios, Gyaru language. For Rudolf, strange sayings. Even
people fluent in Japanese have no idea what these umas are saying at times.

Let’s say you’re reading Rickey’s story, and you see this:

The first part is easy enough. “キミ” is “you,” “と” is “and,” “私” is “I,” “まさしく” is “certainly.” But
what’s the last part? We are certainly what? You check Jisho, but all that comes up is:

The second step is checking a Japanese-Japanese dictionary, and then putting that into a
translator. If you have a Mac, you can enable Super Daijirin in the Dictionary app, an extremely
good one. For others, a shortcut is googling “<term>ってなに”. (“What is <term>?”)

Then you can put that into DeepL, which will say: “Compatibility. In the five elements theory, fire
comes from wood, earth from fire, gold from earth, water from gold, and wood from water.”

Unsurprisingly, it’s more feng shui nonsense. Wikipedia translates it as “mutual generation.”
Thanks Rickey. Glad I’m learning so much. For Rickey specifically, you can also try putting the
kanji into a Chinese dictionary. For Helios, even googling in Japanese won’t save you…
Gacha
The SSR/3* rates in Uma Musume are 3%, with rate-up cards and umas appearing 0.75% of
the time usually. They sometimes change this, but in general, 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.

You also get to pick any of the rate-up things after doing 200 pulls, which is known as sparking.
To get MLB SSRs, you will on average need to spark twice.

There are currently 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, sparks included, for
any given rate-up.
SSR
Pulls None 0LB 1LB 2LB 3LB MLB

50 69% 26% 5% 0.6% 0.1% 0%

100 47% 36% 13% 3% 0.6% 0.1%

200 0% 22% 34% 25% 13% 6%

300 0% 11% 24% 27% 20% 19%

400 0% 0% 5% 15% 22% 58%

500 0% 0% 2% 9% 17% 72%

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. In
this case, you can spark any uma. Note that if you’re spending money on this, the spark is
around 600 dollars, while the Blu-Rays are cheaper and give you a pick ticket for any uma up to
Meisho Doto. (Plus 2000 statues to get the uma to 5 stars, and some useless SSRs) If the uma
you want is pre-Doto, then you can get her cheaper by buying those than buying a spark.
Training Umas
The umas you pull from the gachas are not completed umas. They are merely templates, which
you can use to make clones of that uma to then train into something that can race. You can
make these templates stronger by increasing their star count or level. Doing so won’t increase
the strength of already-trained umas.

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 banners.
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.
Inheritance

After selecting an uma, you’ll be presented with the inheritance 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 certain inheritance factors roughly
related to her own abilities. The uma’s actual stats and skills don’t matter at all for inheritance,
only these inheritance factors.

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 inheritance factors they and their parents have. All of these factors can be passed
down to the uma you’re training.

As an example, let’s look at the inheritance factors one of my umas has. It’s a Tokai Teio, who
had Oguri Cap and Rice Shower as her parents.
Blue factors are stat inheritance. The Teio and Oguri both have 3 star Speed inheritance factors.
The Rice Shower has a 3 star Stamina factor. A 1 star factor 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 factors are aptitude factors. They’ll raise the letter grade of the related aptitudes, in this
case, Long Distance, Turf, and Middle Distance. You can’t raise them above A at the start, but
during the two inheritance events, they might get upgraded to S if there’s a related pink factor in
the heritage.

The green and gray factors are for skills and races. Skill factors will give hints for the skill of the
same name, while race factors will give bonus stats. For example, the URAシナリオ factor can
give +10 Speed/Stamina for each star if it activates during an inheritance event.

Let’s see how putting this Teio as a parent changes things.


As expected, it added 42 Speed and 21 Stamina. Teio’s Long Distance pink factor and Rice
Shower’s Middle Distance pink factor raised those distances from G to F. This uma already has
an A in Turf, so Oguri’s Turf pink factor doesn’t do anything, but if it gets triggered during an
inheritance event, the Turf aptitude will be raised to S.

The stats of the parent umas don’t matter at all. An A rank uma and a C rank uma with the same
inheritance factors will both give exactly the same inheritance.

One other thing to look out for when selecting inheritance is the compatibility, shown in the top
right.

A triangle means there’s bad compatibility. A circle means there’s good compatibility. Two circles
means there’s great compatibility. There are no discrete differences between each icon for the
chances of inheriting factors.

The better the compatibility, the higher the chance of getting a lot of inherited factors during the
two inheritance events during the training, which happen in early April. Aim for a double circle if
you can, but it’s not very important. To check the best parents for an uma, use GameTora’s
compatibility calculator. Choose your desired uma, then click Recommend to see the best.
Calculating compatibility
Compatibility within a single parent slot is calculated by adding the target uma compatibility with
the parent, and two instances of hidden shared attributes between the target uma, parent, and
grandparent. The total compatibility based only on uma is the sum of both parent slots and the
compatibility of the parents with each other.

Additional compatibility can be obtained through mutual G1 wins which count for 3 points each.
There are five separate instances where race wins are counted. Between a parent and one of
its grandparents for a total of two instances within a parent slot (a grand total of four when both
slots are filled), and one instance across parent slots.

Say we wanted to double circle (151 points) with one parent slot for Suzuka using a Dober
parent with Digital and Oguri grandparents, we would need at least an additional 97 points.

Single circle 23 + 16 + 15 + 3(18 +13) = 147


Double circle 23 + 16 + 15 + 3(20 + 14) = 156

In this case, the difference is a win in Hanshin JF (Digital) and February Stakes (both).
Here is a calculated example for double circling Urara who has the lowest sum compatibility
across the board with every existing uma by additional race compatibility.

9 (Compatibility between Urara and Dober)


0 (Shared attributes between Urara, Dober, and Digital)
0 (Shared attributes between Urara, Dober, and Oguri)
1 (Compatibility between Urara and Ines)
1 (Shared attributes between Urara, Ines, and Seiun)
0 (Shared attributes between Urara, Ines, and El)
24 (Compatibility between Dober and Ines)

The compatibility purely from uma is 9 + 1 + 1 + 24 = 35.

20 (Mutual wins between Dober and Digital)


14 (Mutual wins between Dober and Oguri)
2 (Mutual wins between Ines and Seiun)
2 (Mutual wins between Ines and El)
1 (Mutual wins between Dober and Ines)

Our final compatibility is now 35 + 3(20 + 14 + 2 + 2 + 1) = 152


3 Star Blue Factor Chance
After finishing a run, the uma gets random inheritance factors to pass down to its future children.
The blue factor is chosen randomly between the five stats, and then the stars are chosen based
on how high that stat is. The pink factor is chosen randomly between all aptitudes the uma has
at A or higher. Here’s a chart of the chance to get a 3 star factor based on what the stat is.

Stat Value <600 600~1100 >1100

1 Star Factor ~90% ~50% ~20%

2 Star Factor ~10% ~45% ~70%

3 Star Factor 0% ~6% ~10%

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 factor 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 factors 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, or 6 Mile and 10 Dirt. One of them will
have to be left at B and raised through an inheritance event.

Chance of Inheriting Factors


The chance of inheriting factors is influenced by your total compatibility and whether you hit a
gold inheritance event, as well as your individual compatibility with each uma and whether the
uma is a parent or grandparent.
In general, we can summarize these down to having a 5% chance to inherit it per star, so 15%
for 3 star. This gets halved when the uma is a grandparent, down to 7.5% for 3 star. This is a
rough estimate and not exact.

These add up multiplicatively rather than additively. For example, a parent with 2* representative
and 3* on grandparent would be a 1 - (0.9 * 0.925) = ~16% chance to inherit, rather than 10% +
7.5% = 17.5%.

Chance of Getting White Factors


When you finish a run, you have a chance to get white factors for each skill you have. If it’s a
white skill, it’s a 20% chance. If it’s a ◎ skill, it’s 25%. If it’s a gold skill, it’s 40%. For each parent
or grandparent that also has the factor, this is multiplied by 1.1. So, if you had a white skill that
all your parents and grandparents had factors for, it would be a 20 * (1.1 ^ 6) = 35.43% chance.

Other white factors, such as race and scenario factors, 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.
Finding Friends
The best site to find friends is Uma Musume DB. There’s also Gamewith and Djeeta, but their
functionality is lacking.

Uma Musume DB
https://uma.pure-db.com/#/search
You can set it to English by clicking the Language selector in the top right. The site is fairly
self-explanatory. The only noteworthy thing I’ll point out is that before searching, you can switch
between Representative Factor and All. If you’re searching for a parent for breeding purposes,
Representative Factor is very useful to find umas with 3* Blue, Pink, and Scenario factors.

GameWith
https://gamewith.jp/uma-musume/article/show/260740
Scroll down until you see this button, then click it:

It will bring up the filter section.

Input what you’re searching for, then scroll through the list looking for the best one. I tend to
load a bunch of pages, then use Ctrl+F to find specific traits.
DjeetaSearch
https://djeeta-search.com/index.html
Click “Friend search” in the top bar. The first tab lets you specify the support card you want, the
second tab is for the uma and parents, and the third tab is for inheritance factors.

Friends to Look For


With whichever site you like better, try to find these when starting:
1. An uma with 9* Speed (スピード), for Long distance
2. An uma with 9* Stamina (スタミナ), for Mile / Mid distance, and Long when your cards
are lacking
3. An uma with 9* Power (パワー), for Short / Mile distance
4. Any 9* uma with a Mile (マイル) inheritance, for umas like Haru Urara
5. Any 9* uma with a Dirt (ダート) inheritance, for umas like El Condor Pasa and Oguri Cap
6. Any 9* uma with a Short (短距離) inheritance, for Air Groove
7. An MLB Matikanefukukitaru support card from someone with a 9* uma
8. An MLB Super Creek support card from someone with a 9* uma
Bonus points if the rental has scenario factors as well.
Adding Friends
Open the menu by clicking the button in the top right of the home screen.

After entering the ID, you’ll see a button like this.

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 12/13. 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 first support card is saying that you can’t use it while training that uma.
Since the uma being trained is Tokai Teio, I cannot use Tokai Teio’s support card.

The message above the third support card is saying that another support card of the same uma
is present. The deck already contains the Power version of Nishino, so I can’t add the Speed
version of Nishino.

The messages above the other cards are simply saying that the card is already present in the
deck.
Currencies

Jewels (Carrots)
Jewels are used for many things, primarily for rolling on the gacha. You can also use them to
refill your energy or race points. There are paid jewels and free jewels. Paid jewels can be used
for the daily pull that costs 50 jewels. If a source takes either paid jewels or free jewels, it will
take free jewels first.

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
for 100 each, 36 G2 for 50 each, and 69 G3 for 30 each, a total of 6870 jewels. 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
in the Uma Directory 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 haven’t been refreshed yet.
DMM Login - The first time you log in through DMM, you’ll receive 500 jewels.

Renewable Sources
Daily Missions - 50 jewels per day.
Daily Login Bonus - 110 jewels per week.
Weekly Stadium Rewards - Up to 250 jewels per week.
Monthly Circle Rewards - Up to 3000 jewels per month, but more realistically 150~1200.
Champion’s 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.
Story Events - Usually one per month, unless there’s a different event. 450 jewels from the
bingo cards, 1500 from the event points, and 210 from the stories gives 2160 jewels total.
Monthly Pass - Gives you 500 paid jewels immediately, then 50 free jewels per day for a month.

Note that many things also give pink tickets, which can be counted as 150 jewels for their
respective banner. For example, Story Events give two of each, and winning Graded A CM
gives five of each. There’s also usually mission sets that come with every IRL G1 race, which
give 150 jewels for completing. Big events like New Years, Golden Week, and anniversaries
also reward many gems and give free pulls. On average, it’s about 10-15k jewels a month total.
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
50 Pieces. You’ll mainly use them for Hint Books after getting Urara, though.

Crowns / Circle Points


Crowns 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 Circle/Guild shoes, which is 5 points per shoe, up to 100 per day. Join a
populated Circle early to start building up a supply.

People won’t typically borrow an uma with less than 9* in blue factors. Stamina and Power
factors tend to be more desirable than Speed. Having a high amount of シナリオ factors also
adds to your uma’s appeal, as well as uncommon pink factors like Dirt or Short.

If you don’t have a good parent, you can make two alternate accounts to borrow your own uma
on. Start five runs on each account borrowing the uma, quitting them immediately, and you’ll get
100 extra Crowns a day for not much work. Borrow your card for some bonus friend points.

The main use of Circle Points is to limit break the story welfare SSRs. Pieces are also
sometimes added to the Circle 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. Of the ones currently available,
you should generally prioritize them in the order Silence Suzuka 3LB = Mejiro McQueen 3LB >
Narita Brian 3LB > Special Week MLB >>> Winning Ticket >>> Rice Shower. Team Sirius is in a
weird spot, as most scenarios have a Friend/Group card you want to be taking already.

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.

The Clover shop doesn’t have many appealing things in it. Just buy the banners you need.
Horseshoes
Horseshoes 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 Horseshoe,
as well as two R and 1* tickets.

You can destroy duplicates of cards even if that card isn’t at max limit break. People often do
this with bad cards to get the monthly tickets. Avoid breaking these Rs: Riko, Rudolf, Air
Groove.

Although it’s tempting to break welfare cards, you really shouldn’t. They’re hard or impossible to
get back, considering we haven’t had any reruns yet. Cards like Marvelous Sunday (Power),
Haru Urara (Guts), and Mihono Bourbon (Wisdom) used to be bad, but became very strong with
the Anniversary changes and MANT Scenario.

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. Thus, the first 100 Pieces costs 250 Statues, then each
additional Piece costs 5 Statues.

Since it’s better to pull on Support Cards, you usually won’t have many statues, so they should
be used sparingly, typically only when you’re 25 or less Pieces away from the star upgrade.

Here’s a table of how many total statues it takes to raise umas to higher star levels.

Starting Point To 4* (200 Pieces) To 5* (300 Pieces)

No bonus pieces 750 2250

Off-banner 3* (60) 450 1950

Rate up 3* (90) 300 1800

4* (eg from Legend Race) N/A 1250


Shoes, Banners, and Dream Glitter

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 Short
races, Green from Mile races, Orange from Mid 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 Glitter is obtained as a random drop from the URA Finals and often as event rewards.
Due to how expensive levelling umas is, you might want to check the Uma Musume Reviews
section to see whether it’s worth it.
Hint Books
Hint books allow you to permanently increase the discount of skills that your uma starts the run
with, for example, the ones she learns from levelling up (see above section). There are two
types of books, Green ones for white skills and Gold ones for gold skills.

You can increase each skill up to Hint Level 3.


Each level is a 10% discount.

The costs are as follows:


White Skill
Level 1: 4 Books, 5 Dream Glitter
Level 2: 8 Books, 10 Dream Glitter
Level 3: 6 Big Books, 15 Dream Glitter

Gold Skill
Level 1: 8 Books, 20 Dream Glitter
Level 2: 16 Books, 40 Dream Glitter
Level 3: 12 Big Books, 60 Dream Glitter

You can get the hint books from the Friend


Point shop that refreshes monthly, and also
from certain Events. Currently, they’re also in
the special Anniversary shop.

These costs are very high. You should use them only on umas that will have a wide variety of
use for you. For example, Christmas Oguri is dominant on every Mid track, so discounting her
skills is very worth it. Tamamo Cross is dominant only on Tennosho Spring, so discounting her
skills wouldn’t be as worth it. However, if you love Tamamo Cross and put her on your teams
every time even if she’s bad, then that’s also worth it for you. In general, Mile or Mid umas will
be the best to increase hint for, as those distances are most common among graded races. See
the Uma Tier List for particularly outstanding umas.

Naturally, since the hints are percentage based, discounting skills with a higher cost will be a
better value, but the main value comes from how often you buy the skill. Mejiro Dober’s
Betweener Straights is much better to discount than her Kyoto green, as she can always use
Betweener Straights but Kyoto races are rare. Keep in mind that skills like Betweener Straights
can be bought twice, so the discount also counts twice if you buy both. You can refer to the Uma
Musume Reviews section for an idea of what umas are good.
Limit Break Crystals

Limit Break crystals allow you to limit break any support card whose rarity matches the crystal.
The yellow crystals are used for SR cards, and the rainbows for SSR cards. The limit break
page has a second tab for using the crystals.

Twenty fragments (the smaller crystals) can be exchanged for one full crystal in the shop.

These fragments come from events. Typically, there will be 4-6 fragments to collect each month,
depending on what events get run, so a full crystal can be obtained every 5-6 months.
Support Card Tier Lists
https://euophrys.github.io/uma-tiers/
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.

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 first Power card. If you have 2 Power cards,
then the scores are for when that card is the third Power card, and so on.

Customizing the Tier Lists


If you have your own opinions about what makes a support card strong, you can alter the tier list
to fit your vision. It’s currently a work-in-progress and settings may change.

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.

If you want to customize the parameters, here’s some advice.

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 schedule, you can copy the
numbers over.

Rainbow Multiplier is for MANT runs. 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 Short distance 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.
Technical Information
The score in these tier lists is generated in a rather complicated way.
1) The number of trainings the card would need in order to get to orange bond is
calculated, then the average number of specialty trainings of those is calculated.
2) The score from those non-rainbow specialty trainings is calculated, using the percent
chance of each other card in your deck also appearing.
3) The average number of rainbow trainings is calculated, then the stats gained is
calculated using the percent chance of each other card in your deck also appearing.
4) The chance of the card appearing on other rainbows is also calculated and contributes
to the score in the same way as above.
5) The stats gained from their chain events as well as their starting stats and race bonus
are added as flat bonuses.

The score is calculated by first calculating the gain from the training without the card present,
then subtracting that from the gain with the card present.

The combination chance is the chance each card in the combination is present on the training
multiplied together. For example, if Kitasan Black and Rice Shower (Power) were both in the
deck, that combination’s chance would be 33% * 18% = 5.94%. Every possible combination
present in the deck is considered.

If your deck was ABCDE, then there would be combinations for A, B, C, D, E, AB, AC, AD, AE,
ABC, ABD, ABE, ACD, ACE, and so on and so on.
Support Card Builds
Builds are the same for each uma that runs a certain distance, and also the same for each
strategy. The hints the cards give don’t matter, as you can get plenty of skills for your uma
during training. If you don’t know what the ideal is for your uma, refer to this section.

If an icon is split, it means you can choose either type of card. What the card is exactly doesn’t
matter. Refer to the Tier List to find the best card you own.

When it comes to the stat goals, reaching the Stamina goal is most important. A Gold Recovery
is a skill with a blue icon and gold border. For example, 円弧のマエストロ from Super Creek.
Naturally, it has to work for the distance and strategy you’re building for, but it can lower the
Stamina requirements by 200ish at the cost of some consistency.

Project L’Arc
In Project L’Arc, Mei is basically a mandatory card. The SSR is much better than the R due to
the unique effect allowing her to show up in two trainings at once. Ideally she should be at 1LB
for the Skill Point Bonus, but 0LB works. If you don’t have her and can’t borrow her, you can
replace her with a Wisdom or another Friend card, though the results will be noticeably worse.

1000m~2600m

Inherit Stamina according to the distance with the rest of your inherits likely going to Power, or
whatever you need according to your cards’ strengths. Just with inherits and this build you can
get up to 1000 Stamina without much issue. There are many good F2P Guts cards, such as
Urara from the friendship shop and Special Week from the main story.

Short Goals: 1400/ 500 /1200/1200/1000


Mile Goals: 1400/ 700 /1100/1200/1000
Mid Goals: 1400/1000/1000/1200/1000

3000m+

When you get to the longest distances, you need more Stamina than inherits can get you. Using
two Stamina and inheriting Guts/Power is the way to go.

Stat Goal: 1400/1200/1000/900/1000


Grandmasters
In Grandmasters, the builds are quite flexible. Generally, it’s 2 Speed, 2 Wisdom, Goddesses,
and 1 anything else. Newer players can do 3 Speed 3 Wisdom, replacing one with Goddesses
based on which they have stronger cards for. Throne is better than MLB SR Wisdom cards.
They can’t stack on the same training with Goddesses, so using them together is worse than
bringing an MLB SSR.

You’ll then inherit whatever you don’t bring cards for. If you have Power cards, inherit Guts or
Stamina. If you have Stamina cards, inherit Power, and so on.

Here are some examples, but the deck building is very flexible:
Short Distance - 2 Speed, 2 Wisdom, 1 Guts, Goddesses, inherit Power + a bit of Stamina
Mile Distance - 2 Speed, 2 Wisdom, 1 Guts, Goddesses, inherit Power + Stamina
Medium Distance - 2 Speed 2 Wisdom, 1 Power, Goddesses, inherit Stamina
Long Distance - 2 Speed, 2 Wisdom, 1 Stamina, Goddesses, inherit Power

You can adjust based on umas. For example, Shakur and Universe have 30% Wisdom bonus,
so they can do 2 Speed 2 Guts 1 Wisdom Goddesses. Turbo has 30% Speed bonus, so 1
Speed 2 Guts 2 Wisdom Goddesses.

When your cards are still weak, you can use 3 Speed 3 Wisdom and go from there. The stat
goal for all builds is around 1500/X/1200/600~900/1200. Check the Required Stamina Chart for
the Stamina number.

The two free Guts cards, Urara and Special Week, are very strong and even people with SSR
decks will often bring Urara. If you’re new, work on MLBing those two cards so you can do Guts
builds.

Grand Live
Note that Scenario Link cards are very strong and should be used when possible: Agnes
Tachyon, Smart Falcon, Mihono Bourbon, and Silence Suzuka. If Wisdom Tachyon is your
strongest Wisdom card, use her and borrow Kitasan instead.

Short/Mile (1000~1900m)

If your Speed cards are very strong, and the uma has 20% Speed bonus, you can use two
Speed cards. Otherwise, use three to reach 1600 Speed consistently. Inherit Guts in Short,
Stam in Mile.
Stat Goal: 1600/500~700/1000/600~800/1200
Mid/Short Long (2000~2600m)

If you inherit Stamina and have a Gold Recovery, you don’t need the Stamina card and can go 3
Wisdom (or 3 Speed). If you inherit something else, add a Stamina card.
Stat Goal: 1600/700~900/1000/600/1200

Long (3000m+)

Inherit Wisdom with one Wisdom Card, or Stamina if you’re only using one Stamina card. If you
have less than 20% Stamina bonus you should probably use two Stamina cards.
Stat Goal: 1600/1000/1000/700/1000. The McQueen welfare is good here for the recovery.

Aoharu
Aoharu is used for making parents or Stadium umas. It has a Wisdom cap of 1800. So, you’ll
want to take 4-5 Wisdom cards, and the other cards in the deck will be whatever stat you want
the parent to inherit. 5 Wisdom + Riko with Power inherit can get you to 1100 / 600 /1100 / 600 /
1100 for good 3* chances, then alter from there if you want something different. For Stadium,
you can inherit Wisdom to go up as high as 1900 for high rank scores.
Make A New Track
Race Bonus is an important stat in MANT, though you can do without it. Ideally you would like
your decks to have 40% or 50% Race Bonus, but don’t panic too much if you can’t meet those
with your cards. Everything will be fine.

Short / Mile / Dirt

Use this build when you’re just starting the game. Stat Goal: 1200/500-700/1200/300/400
Inherit Power or Wisdom, and for Mile/Dirt, a small amount of Stamina. If your Speed cards are
good enough to reach 1200 Speed with 3 Speed cards, then use 3 Power cards to cap both
easier. Otherwise, stick to 4 Speed cards until you do more card pulls.

Once you get MLB Int SRs, you can use this. If the uma has 20% Speed Bonus, then use 1
Speed card. Otherwise, use 2 Speed cards. Stat Goal: 1200/500-700/1000/300/1200
Inherit Power, and for Mile/Dirt, a small amount of Stamina.
You can also borrow MLB Fine Motion or Nice Nature here if you have strong Speed cards.

Guts build require some specific cards. You’ll ideally want MLB Sirius Symboli and MLB Admire
Vega. The Urara from the Friendship Shop is good too. Stat Goal: 1200/400/1000/1000/1000
Inherit Power, or some Speed if you don’t have Speed bonus Guts cards. Wisdom inherit is fine.
You can also borrow Ines Fujin here instead of Matikanefukukitaru, if you have another strong
Speed card.

Mid / Long

Use this build when you’re just starting the game. Stat Goal: 1200/see chart/800/400/400
Refer to the Required Stamina Chart. Creek gives a Gold Recovery. You can get less Stamina if
your uma or other cards also give some. Inherit Power or Stamina.
Mid/Long Continued

Use this build once you get MLB SRs. Stat Goal: 1200/see chart/800/400/1000
If the uma has 20% or higher Stamina Bonus, you can get away with only Creek. Any lower and
you should take Riko along. Team Sirius shouldn’t be taken at the same time as Riko, but can
be taken for umas who don’t have any Speed bonus. Inherit Power and some Stamina.

This is another possible build. Stat Goal: 1200/see chart/1200/400/1000


You shouldn’t take Team Sirius and Riko together. For high Speed bonus umas, you can also do
2 Power 1 Speed 2 Int Riko. You can borrow a strong card for whichever stat you have the
weakest cards in. Inherit Stamina.

This build is also doable in Mid/Long but isn’t as popular. Stat Goal: 1200/600/1000/1000/1000
You’ll want to be able to get gold recoveries from the Wisdom or Guts cards, such as from Ines
Fujin Guts for Runners or Narita Taishin / Satono Diamond Wisdom for Chasers / Betweeners.
Or, your uma could have the recoveries from awakening. Inherit Stamina and Power.

Race Bonus Build

The racing build revolves around racing an extreme number of times (40-50) in the MANT
scenario while using a deck with 60-70% race bonus. You’ll need at least two 15% race bonus
cards for this build, the easy ones being Admire Vega SR or Nishino Flower SR, or the
Marvelous Sunday SSR welfare if you were around for that. You can borrow Ikuno Dictus or
Nice Nature. The Stam/Wis can really be anything, including Riko or Team Sirius. Sort by Race
Bonus on Gametora for good options. This is really good in Stadium, and can be used in CM
too, though usually with fewer races.
See this video for details. Here’s a run I did with guidance. The schedule is in the MANT section.
Debuff Builds
Debuff builds are typically only used in Champion’s Meeting settings. For normal Stadium PvP,
they aren’t desirable. They give up on winning to help your other umas win.

These builds don’t need any stat other than Wisdom 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.

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.

Both kinds of debuffers can get the whites for both strategies. For Speed debuffs, the whites are
called Faltering. For Stamina, they are Panicked and Restraint. 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 Restraint 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.

The best Speed debuffers tend to be Chasers, as they can get Sightlines. There are two
notable Distance-specific Speed debuffs, Monopolizer for Mid and Wisdom Eye for Mile. The
best umas in this role have either Sightlines or Monopolizer gold, so umas like Sweep Tosho,
Grass Wonder, Nice Nature (Cheerleader), Symboli Rudolf, and so on.

The best Stamina debuffers tend to be Betweeners, as they can get Watching All Directions.
There are also two notable Distance-specific Stamina debuffs, Charming Whisper for Mid and
Stamina Greed for Long. Charming Whisper is the strongest, so umas like Nice Nature and
Mayano (Bride) are great for this role.

Debuffers will almost always want to inherit Summer Gold Ship’s unique, 564. 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 Mid distance
can borrow Gold City Speed to get Wisdom Eye, 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 Wisdom
check, increasing your consistency.

The other debuffs, such as Trick or Frantic, aren’t as impactful and you don’t have to worry
about getting them. Frantic debuffs actually make your opponents stronger if they survive.

Another strategy in Chaser-heavy metas can be to purposely lower your Power to below 100.
This makes it so the Chasers can’t trigger the Sleeping Lion recovery. You can also just pick an
uma who has bad aptitudes for the track, like Urara. To do this, play in MANT and simply fail
power trainings over and over in the third year. This also works for the McQueen strat.
Consistency vs Perfection
A build like 4 Speed 2 Power is very consistent. You’ll be able to get 1200 Speed 1200 Power
more often than not. Umas like this are pretty good. If you want truly great umas, such as 1200
Speed 1200 Power 1200 Wisdom, you’ll have to get lucky and take riskier builds, like 2 Speed 2
Power 2 Wisdom. The less focused the build, the less consistent. Builds like these demand max
limit breaks, or at least close to it.

These are much more difficult. You’ll have a lot of runs where you just don’t get enough
rainbows. You’ll have to go through tons of training runs. For example, look at the player Pxy,
who wanted an amazing Bourbon. (This was back in the URA days. An S isn’t as impressive
now that we’re in MANT)

We can see at least 30 Bourbons in that screenshot alone. There are surely countless others
down below. So, when making a build, decide if you want to invest a lot of time for a great uma,
or just get a good uma in a few runs. Know what your goal is, and choose cards based on that.

This idea applies to events in-game, too. If you have the choice between 10 energy, or 30
energy and maybe a sickness, then for consistency you’d choose the former. But when going for
the best, you would take the 30 and simply hope it didn’t debuff you.
Group Cards
Group cards are a special type of card. They resemble Friend cards, but have additional
mechanics that allow them to rainbow on any training.

The main mechanic is called Passion Zone. While in the Passion Zone, the Group card will
always trigger rainbow training no matter what it lands on, and you also won’t be affected by bad
statuses such as Lazy or Insomnia.

You can enter the Passion Zone in three ways.


1. When you unlock the ability to go on dates with the Group card. This happens randomly,
as with Friend cards, but is more likely at green bond. Most people will quit the run if they
don’t get the dates unlocked in the first year, as missing the new years event hurts.
2. When you do the final date with the Group Card. This is the only controlled activation.
3. Randomly after training with them while Passion Zone isn’t active.

You will leave the Passion Zone after 2~5 turns from what I’ve seen. It’s random.

The main strategy is to use all but the last date on turns when nothing else is happening. No
good races, no good trainings, or you just need to date them for some other reason (motivation,
energy, etc). Then, you’ll go on the final date right before summer to get the max effect out of
their rainbows. If you’re playing in MANT, you’ll also save your whistles for this.

None of the other Passion Zone times can be controlled, so they’ll mostly be treated as a bonus
outside of the guaranteed summer trigger.

Another note is that Group cards contain multiple umas within them. You can’t use them
alongside any of those. Team Sirius can’t be used with Special Week cards and so on. Team
Sirius also can’t be used in the Aoharu scenario.
Telling Time

After your uma makes her debut, the top left of the screen will show you what the current date
is, where it says クラシック級1月前半 in this picture.

The first part, in katakana, tells you the current year.


ジュニア = Junior, first year
クラシック = Classic, second year
シニア = Senior, third year

The next kanji, 級, is for “class,” and then it has the month, which is numbered in the usual way.
1月 = January
5月 = May
11月 = November
and so on.

The final two are whether it’s the first half or the second half of the month. Every turn in the
game is half a month.
前半 = First half, sometimes called “early”
後半 = Second half, sometimes called “late”

So, if something requires you to do Tennosho Spring, and you see that it’s in late April of year 3,
that race would be when the time says シニア級4月後半.

The inheritance event that happens in early April is a good reference point for remembering
dates. Osaka Hai is the turn before, Satsuki Sho is the same turn, Tennosho Haru is the turn
after, and so on. Summer is another, it starts in early July and ends in early September.
Takarazuka Kinen is the turn before, Japan Dirt Derby is the first Summer turn, and Sprinter
Stakes is one turn after returning.
Fan Goals
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.

The person icon with the 306人 next to it shows the number of fans you’re lacking. If you ever
see this, make sure to do optional races to fulfill the count, otherwise you will fail the run.
Optional Races
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 Dirt 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 (35 in MANT)
G2/G3 - +8 to a stat, +35 skill points (25 in MANT)
OP/Pre-op - +5 to a stat, +35 skill points (20 in MANT)
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.

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. These numbers are
observed from the MANT scenario and may differ slightly in others. The random stat loss lowers
three stats by 10.
No Energy 1st Race 2nd Race 3rd Race 4th Race+

Motivation Down ~20% ~33% ~95% 100%

+ Random Stat Loss 0% 0% 0% ~40%

+ Dry Skin Condition ~5% ~10% ~20% ~33%

Any Energy 1st Race 2nd Race 3rd Race 4th Race+

Motivation Down 0% 0% ~60% 100%

+ Random Stat Loss 0% 0% 0% ~40%

+ Dry Skin Condition 0% 0% ~12% ~33%


Training Events

Crane Game
The crane game is a minigame that can happen when you’re out on dates with your uma (the
bottom middle option during training). It can happen once a year starting in Year 2. If you want
to farm for it, choose Urara or Mayano, as they have a 25 day stretch where you can simply
spam dates during the second year.

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, and golden sparkles when the plushie spawns also indicate that it has
extras, so watch carefully. 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 motivation, restore energy, and give
a skill hint.
Acupuncturist Anshinzawa

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 + Motivation up, or -15 to all stats + Motivation down + Insomnia.
50% Success Rate
2. Straight Recovery and Corner Recovery learned, or -20 Energy and Motivation down.
60% Success Rate.
3. +12 max Energy and +40 Energy, or -20 Energy + Motivation down + Bad Practice.
80% Success Rate.
4. +20 Energy + Motivation up + Charming, or -10 Energy + Motivation down or -20 Energy
+ Motivation down + Bad Practice.
90% Success Rate.
5. +10 energy.
100% Success Rate.

Typically, if you’re early in the run, you’ll choose the fourth option, as Charming gives +2 bond
gain which helps get your supports to orange bar. This option succeeds 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. The downside for this option is the most tame out of all of them, as
it doesn’t give a debuff. Or, if you don’t need the recoveries, you’ll choose the fifth option to send
her away, or maybe the third option for 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.
Lottery

After the second New Years, you’ll do one training, then go to the lottery. There are a few
outcomes here, which are random.

1. Tissues - Mood Down (~10% Chance)


2. Single Carrot - +20 Energy (~50% Chance)
3. Bundle of Carrots - +20 Energy, Mood Up, +5 All Stats (~30% Chance)
4. Carrot Curry - +30 Energy, Mood Up, +10 All Stats (~10% Chance)
5. Onsen Ticket - +30 Energy, Mood Up, +10 All Stats, extra bathing scene after winning
URA Finals (~3% Chance)

Since you usually gain energy from this, try not to have full energy before it.
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 motivation
going in.

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 wisdom, you can gain a lot of it quickly during summer.

The infirmary in the summer camp is also disabled. If you want to cure an illness, do it before
the summer event.
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 (Valentines) requires 60,000 fans. For Urara and Falcon, this is 40,000.
Apr 1st Half (Fan Meeting) requires 70,000 fans. For Urara and Falcon, this is 60,000. Your
bond with the President also has to be at least green, if you’re playing in the URA mode.
Dec 2nd Half (Christmas) requires 120,000 fans. For Urara and Falcon, this is 80,000.

URA Specific Checkpoints


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 Year 2, if you have 100k fans, you will receive +30 Skill Points. The same is true in
Year 3, 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.

練習上手○ (Good Practice) - Reduces the chance to fail trainings by 2%.


練習上手◎ (Gooder Practice) - Reduces the chance to fail trainings by 4%.
愛嬌○ (Charming) - Increases bond gain with supports by 2.
切れ者 (Sharp) - Reduces the cost of learning skills by 10%.
注目株 (Rising Star) - Increases bond gain with the Chairman and Reporter by 40%.
大輪の輝き (Super Creek only) - Reduces the chance to fail trainings.
ファンとの約束 (Smart Falcon only) - Win a race in the listed location to receive extra stats and
motivation.
ポジティブ思考 - Prevents a motivation decrease of any level once.
幸運体質 - Prevents obtaining a negative condition once.

Negative
Negative conditions appear in blue on your uma’s status page. All of the non-character specific
ones can be cured by resting during Summer, or by going to the Hospital. Some support cards
can also cure conditions, such as Tazuna, Nice Nature, and Sakura Chiyono O.

練習ベタ (Bad Practice) - Increases the chance to fail trainings by 2%. This typically comes from
failing a training.
片頭痛 (Migraine) - Motivation cannot be raised.
肌あれ (Dry Skin) - Motivation will randomly lower itself regularly. This typically comes from
doing multiple races in a row, with 4+ in a row having a high chance. Resting can cure this.
夜ふかし気味 (Insomnia) - Energy will randomly lower by 10 regularly. This typically comes
alongside a 30 energy rest. About 2% of rests result in this happening. Resting can cure this,
and resting with Insomnia can restore extra energy.
太り気味 (Overweight) - Speed cannot be raised during training. This typically comes from the
food events where you choose between 10 and 30 energy, though rather rarely. Training can
cure this.
なまけ癖 (Lazy) - The uma may refuse to show up to training. Training with the reporter can cure
this.
小さなほころび (Super Creek only) - Increases the chance to fail trainings by 5%. This can’t be
removed through the hospital and will be replaced with 大輪の輝き after the next mandatory
race.
まだまだ準備中 (Meisho Doto only) - A post-debut debuff that randomly drains an additional 5
energy after racing. This cures after her second fan objective.
春待つ蕾 (Sakura Laurel only) - A post-debut debuff that randomly drains an additional 5 energy
after racing. This cures after November classic year.
ガラスの脚 (Mejiro Ardan only) - A post-debut debuff where a race streak for two or more will
drain an additional 10 energy. This cures after your final Tenno Sho Autumn objective race.
怪しい雲行き (Copano Rickey only) - There hasn’t been a definite answer as to what it actually
does. It appears during June classic year and cures after her February Stakes objective.
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 Wisdom 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)
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.

Wisdom training is also very useful, as it doesn’t cost any energy. All other things being equal,
you should probably pick the Wisdom 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.

Motivation
Motivation 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 motivation 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 mood by two steps, so if you’re at neutral mood it’s even more
worth it, and there’s the potential energy gain / crane game to consider.

There are a few set motivation ups during training. Late March year 2, the New Year’s Lottery in
year 3, the fan meeting in Early April year 3, and some uma-specific ones (such as Late April
year 3 for Oguri Cap). If you’re close to these dates, you can use them to raise your motivation
and not worry about it. The rests during Summer also raise motivation.

Other things to consider are how many motivation events you have left from your support cards.
Kitasan’s first two events raise motivation, 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 motivation sometimes,
and if you’re racing, you also don’t need to raise motivation. 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 motivation
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

G1 13 Stat + 60 Skill Points 2.86 66

G2/G3 10 Stat + 47 Skill Points 2.23 51

OP 6 Stat + 47 Skill Points 1.97 45

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 Stadium uma (as you want the skill points
for more skills and more points) and less important when raising a Champion’s 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.
Advanced Training Strategy (Aoharu)
Aoharu is a bit more complicated than URA, but it’s worth learning, as Aoharu produces better
umas. URA is typically only used for debuff umas, and sometimes inheritance but Aoharu’s
factor is typically more desired. URA’s also faster, so it can be used for fan farming speedruns.

Since trainings level up based on your team’s stats, the special trainings are very important, as
is winning the Aoharu races. You can use the moment when the training for your main stat
reaches level 4 as a benchmark for how good the run is. Typically, you want it to happen around
the beginning of Year 3 at the latest.

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 Aoharu due
to the importance of the flames. Check the Detailed Scenario Info - Aoharu Scenario section for
details on the explosions.

Since trainings can’t have flames until turn three, I usually do the best bond on turn 1, then go
on a date turn 2. Or, if the bonds are decent, do Wisdom training twice.

As for the Aoharu races, your team gets bonus stats based on your team’s rank, up to +50 all
stats for being rank 2~5. To achieve this 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.

Losing an Aoharu 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.
Advanced Training Strategy (MANT)
Racing a lot is highly incentivized in MANT. You want to do at least 25 races. This will raise the
strength of The First Star by 20% as well as just being a good idea. Here’s an example video.

The trainings level up the same way as URA, by doing them. Prioritise the bonding in the first
year on the trainings you want to level. Every 4 trainings gives a level up.

In general, you’ll be racing as much as possible from the time you get your bonds up until the
first summer. Race, race, rest, repeat, only training on double rainbows. If you have a cream
that cures Rough Skin, you can race more in a row and use the cream to cure the debuff. Refer
to the penalty table in Optional Races. Use the books to get some stats to win them. Raising
Mile to A helps get more races, for umas who normally target Mid/Long.

The bond and training level items are useful, since you won’t be training as much. The bond
item is +5 bond to all your cards, so if you raise your bond evenly it’ll be more effective than if
you have 3 at orange bond and 3 at blue bond. Naturally you only need the training level items
for trainings you actually want to do.

Rival races will give you a skill hint. You should use your actual strategy for them to get relevant
hints, rather than using Runner on everyone as usual.

Build up a good stock of items and then use them to make the summer trainings and year 3
really strong. The first year and a half is setup and item farm, then the remainder is rapid stat
raising. With all the energy items, you’ll basically never have to rest. The talisman which sets fail
rate to 0 is basically an energy item, too.

To get high training stats, you’ll use a


megaphone, then use the ankle weights on
turns with good rainbows to stack up the
bonuses even higher. You can use the whistles
to fish for rainbows.

Use the golden hammers that give +35% race


bonus to use in the final three races for a big
boost in stats and skill points.

The green jelly gives +100 Energy and -1


Motivation. Combine it with a +1 Motivation
cupcake for an easy full heal.

You can ignore the max energy items and the


fan bonus glowsticks.
Schedules
You also get extra stats for completing certain nicknames. Here are some race routes for each
type of uma to maximize the number of nicknames while racing enough.

Any G2 or G3 shown is a placeholder. On those days, do whatever G2/G3 has a rival or is for
your ending distance. If you’re training for Mile, prefer Mile rivals, and so on. G2s and G3s give
the same rewards. G1 > Rival > Matching distance.
Short + Mile Umas (eg Bakushin, Curren):

Nicknames: Lightspeed Sprinter (30), Highspeed Miler (30), Virtuoso Sprinter (20)

Mile + Mid Umas (eg Dober, Vodka):

Nicknames: Heroine (20), Princess Uma (20), Queen Uma (30), Highspeed Miler (30), Divine
Speed Miler (Mile Straights hint)
Mid + Long Umas (eg Cafe, McQueen):

There aren’t many races early. Inheriting Mile when possible helps a lot.

Nicknames: Charismatic Uma (20), Wonderful Uma (30), Best Uma (30), Legendary Uma (Last
Leg hint), Spring Champion (20), Autumn Champion (20), Shield Champion (20)

Dirt Umas (eg Urara, Copano without inheritance)

Pure Dirt umas really have it rough. You’ll end up doing a lot of OP races. Inheriting Turf is
highly recommended for Stadium.

Nicknames: Dirt Master (20), Dirt Sprinter (20), Expert Horsegirl (10), Dirt Rising Star (10), Dirt
Adept (10), Dirt Connoisseur (20), Dirt G1 Braver/Monster/Sovereign (20/20/30, 70 total)
Full Race Schedule
This assumes all aptitudes. Just remove or change any races your uma can’t run on. To be able
to run Dirt, you need to have a Dirt aptitude of at least D. C will let you get Dirt rivals. B Mid or
Long is often passable. High Race Bonus makes this much stronger, but it’s always good. See
the Race Bonus build in the Support Cards Builds section.

● Umas who can’t run Long replace the Triple Crown races with Triple Tiara. If they can
run Dirt, they can do Tokyo Daishoten instead of Arima Kinen. If they can run Short,
replace Osaka Hai with Takamatsunomiya Kinen for +40 stats.
● Umas who do the Triple Crown and can do Dirt Short can run JBC Sprint both years to
get +20 random stats. Triple Tiara umas need to do QE2 twice for Queen Uma’s +30.
● For the race in Senior Year Early January, do it if you did not do Champion’s Cup in
Early December. Otherwise use it as a rest/training day.
● Umas who can do Dirt, try to do 10 graded Dirt races including 5 Dirt G1s for +100 stats.
The graded Dirt races are marked with red stars on the schedule.
Races highlighted in Blue are Short distance races. Races highlighted in Red are Dirt races. If
you lack the aptitude, do a different race that day, or use it as a training day. Any G2/G3 shown
is placeholder. Do any G2/G3 on that day, ideally with a rival. Save clocks for G1s, or
placements worse than 3rd. Buy any hammers you see and use them on G1s. Here’s an
example run.

Racing vs Training
If your trainings are bad, and it wouldn’t result in you doing 4+ races in a row, you can race. This
applies to Summer, too. If a training is very good, you can do it instead of racing. For a training
to be better than a race, it should meet these thresholds:
● Rainbow + Important bonds during the first year over a G2/G3
● 43 stats base (before megaphones/weights) to do it over a G2/G3
● 70 stats base (before megaphones/weights) to do it over a G1
Keep in mind that resting in summer cures ailments. You can rest in summer after the 4-5 races
in a row if you got Dry Skin and don’t have a good training or heal for it. Also note that you can’t
get punished for the final race in a year, so the 5 in a row at the end of the year isn’t so bad.
Here’s a chart Kininaru made to show what you should expect your pace to be like. If your stats
are much worse than these at the given checkpoints, you might want to consider biasing
yourself more towards trainings than races. On the other hand, if one of the stats is far ahead,
then you can sometimes ignore its rainbows. You can mentally lower or ignore the stats that
you’re not planning on training.

Another key aspect of MANT runs is that you should


ignore the bond on your Race Bonus cards. For
example, if you’re doing 2 Speed 2 Wisdom with
Sunday Power SSR and Nishino Power SR, then you
can completely ignore bonding Sunday and Nishino.
This lets you get more bond on your main cards,
which given the tight schedule, is very important. You
can end the run with them at blue bond and not feel
bad about it. If you have a lot of excess coins, you
can buy BBQ for them.

For example, in this run I did on the left, I ignored the


bond on Sunday and Nishino. The other four cards
are good for training, but Nishino and Sunday are just
here for Race Bonus. Similar cards could be Sakura
Chiyono O, Ikuno Dictus SSR, or Admire Vega SR.
Here’s a guide from the Discord showing some common patterns in MANT:

If you did take a friend card, you can take advantage of their special dates after a mood loss
from doing 3 in a row.

There are the following guaranteed events in Make a New Track:


Year 2
Early February - Mood Up
Early March - +20 Energy
Late September - Mood Up

Year 3
Late June - +20 Energy
Early October - Mood Up
Late December - +30 Energy
Item Values

This tier list is my current opinion. Make your own here. Now for some more detail.

Always Buy
Energy Items - Should be self-explanatory. They help you avoid rests and fail rate.

Whistle - Shuffles the support cards, meaning you can have another shot at rainbows during
summer, finals, or turn 2 of a 60% megaphone.

Megaphones - The stronger two are very good for increasing the power of your rainbows. The
smallest one is a little weak and you usually avoid buying it. You can use the small one if you
can’t find the big ones, it’s similar in value to a stat book.

Ankle Weights - Combined with a megaphone, you can double your stat gain from a training.
Save them to use on double or better rainbows. You can buy weights you don’t have cards for to
use during Summer, or during Finals if you don’t get rainbows.

Talisman - With this, you can do races down to 0 energy and still be able to do a double rainbow
training that shows up. Very powerful.

Stat Books - Pretty cheap. The ones that give 3 are too expensive but the others are good.
Focus on the books for stats you don’t have cards for.

Grad Cap - This gives Sharp, which is extremely powerful. It makes all your skills cost 10% less.
However, it does cost many points. If you see it you should probably do races to buy it, but you’ll
usually have to give up other things. Should be worth it in most cases, though.
Hammers - Use these on G1s. They’re basically stat books, but for skill points. With 50% race
bonus, a silver will be 3 stats and 13 SP, and a gold will be 5 stats and 18 SP. You should save
one or two for the final three races, but the last shop will often sell hammers.

Buy Early
BBQ - +5 all bond is very good to get to rainbows faster.

Training Level Ups - Should be apparent why they’re good. They make your trainings give more
stats. Higher value the earlier in the run it is. Only buy the ones for stats that can rainbow. They
count as doing 4 trainings on that stat, so you don’t have to wait until a level up to use them.

20% Megaphone - It can give you a small boost during the bonding phase if the early shops
have nothing good.

Keep Around
Cupcakes - Offsets mood downs and also can combo with the green drink to remove its
downside. The +2 is more expensive, but if you can’t find any +1s, then the +2 is fine. With a +2
you can do 3 races, get motivation down, then use a green drink followed by the +2 cupcake.

Cream - Cures Rough Skin. Having one allows you to do 3+ races in a row and then just cure
the debuff, saving you a trip to the hospital.

Cure-All Drink - The same thing as above, but can also cure other random statuses you get.
Mostly you just treat it as a cream though.

A Bit Expensive
3 Stat Books - Don’t give much for their value. Buy them if you have extra points in the final
turns.

Do Not Buy
Max Energy Items - They don’t really do anything in this scenario. The one that also heals 5
energy can be used to avoid racing on 0 Energy.

Cat Food - You get enough bond by doing the rival races.

Good Condition Items - These conditions aren’t worth their price. By the time you can afford
Charming, your supports are bonded. Good Training and Rising Star are useless.

Cure Items - You can just go to the hospital between races for most of them. No reason to keep
them around just in case. If one is in the shop when you get the condition, of course you can
buy it, but don’t buy them ahead of time.

Glow Sticks - Good on fan runs, not good on actual runs. If you’re using a card that scales off
fans, such as Narita Top Road, you can use one on Japan Derby to slightly accelerate it.
Advanced Training Strategy (Grand Live)

Tokens
Token acquisition is a key part of Grand Live, as they are what you use to learn songs and do
lessons. Training in a stat will give one type of token, or two types if it’s a rainbow. Each training
has one primary token and one secondary token. The token(s) given will usually include the
primary token and often the secondary token, but all are possible. Think around 60% primary,
30% secondary, 10% other, roughly.

Stat Primary Token Secondary Token

Speed Dance Visual

Stamina Passion Vocal

Power Vocal Mental

Guts Visual Dance


this was way too
spread out without
Wisdom Mental Passion these spacers

If you want to learn every song, the token cost is:

Dance Passion Vocal Visual Mental

252 201 150 275 196

Dance and Visual are the most in-demand tokens. This means that your build should include a
few Speed or Guts cards in order to generate those tokens efficiently.

As for how many you get, we don’t quite know the formula yet, but it is approximately…
(9 + Training Level (-4 if Wisdom)) * (1.15 per card) + (Scenario Links * 2)

Note that Light Hello’s training events give you 20 of the token you have the least of. If you’re
training an uma with Scenario Link, they will get +5 of each token after each live.

Due to rainbows doubling your token gain, cards with high starting bond (to get to rainbows
faster) and specialty rate (to produce more rainbows) are highly desired. Though, the songs will
give you global specialty rate to help out. Also, since it scales based on training level, you
should really heavily prioritise bonding cards on the stats that will eventually rainbow. For
example, in a Speed/Wisdom deck, avoid doing bond on Stamina/Power/Guts, unless there are
4 cards on it or neither Speed or Wisdom has any cards on it.
Lessons and Songs
Lessons are what you spend your tokens on. They also get you closer to unlocking songs,
which give you permanent buffs to all of your cards. The number of lessons per song is fixed
based on your training stage.

Before the first live, it goes 1-2-3-4-4-2. The first song takes 1 lesson, the second 2 lessons, and
so on. I’m not sure how this scales beyond this.

Before the second to fourth lives, it’s 2-2-2-4-5-2-2, then repeats 4-5-2-2 over and over. The first
three songs take two lessons, then it goes up to four, then five, then back down to two.

Before Grand Live, it goes 2-2-2-4-3-2-2, then repeats 4-3-2-2 over and over. Almost the same
as above.

After each live, this is reset. So, if you learned 4 songs before the 3rd live, then do 4 lessons,
the live will reset the counter and you’ll be two lessons away from the next song. It’s therefore
best to not do lessons that don’t get you to a song. The progress from them will be wasted.
Save your currency until after the live. The exception to this is before Grand Live, as you don’t
need to learn songs afterwards.

If you do the lessons up to a song, but don’t learn it, then it will count as a lesson for the next
cycle. In other words, after you learn the song, you’ll only have to do one lesson to get to the
next song. In general you shouldn’t do this, because you will miss out on the deck-wide bonuses
from the songs, but if you can’t afford a new song yet it’s a nice benefit. You can spend
everything on lessons up to the next song and then leave it.

In general, the best songs are the ones that increase your Friendship Bonus. These have the %
at the end. Then, Specialty Rate, which is a multiple of 5 without a %. Finally, the chain event
rate up songs.

Each lesson you learn before a live will give you +5 Skill Points at that live. Each song you learn
will give +25 Skill Points. You don’t get these at the end of the run, so you should probably
spend everything you can before Grand Live.
Song Unlocks & Tier List
Songs unlock as you progress through the run. So, not all songs are available from the start.
Knowing which ones you should target can help you prioritise which tokens to spend. The lists
will be ordered roughly from best song to worst song.

First Live
This is during the first year.

Name Effect Cost

青春が待ってる +22 Power, Friendship +5% 32 Vo 12 Me

RUN×RUN! +22 Skill Points, Friendship +5% 14Da 16Vi 14Me

全速!前進!ウマドルパワー☆ +22 Speed, Friendship +5% 32 Da 12 Vi

立ち位置ゼロ番!順位は一番! +1 Speed on Trainings, Chain Rate +1 21 Da 21 Vi

奇跡を信じて! +1 Wisdom on Trainings, Specialty +5 21 Pa 21 Me

Go This Way +1 Power on Trainings, Chain Rate +1 21 Vo 21 Me

Ring Ring ダイアリー +1 Stamina on Trainings, Chain Rate +1 21 Pa 21 Vi

逃げ切りっ!Fallin'Love +1 Guts on Trainings, Chain Rate +1 21 Da 21 Vi

If you can get the +1 Speed song right away, it’s very strong, so check for it early. Beyond that,
aim to get every Friendship Bonus song from this batch. The rest of the songs can be ignored.

Second Live
This is from the start of Year 2 to the start of the first Summer.

Name Effect Cost

ユメヲカケル! +2 SP on Trainings, Specialty +5 21 Pa 21 Vi

ぼくらのブルーバードデイズ +2 Speed on Trainings, Specialty +5 21 Da 42 Vi

A・NO・NE +2 Guts on Trainings, Specialty +5 42 Da 21 Vi

In this batch, ユメヲカケル!(Yume wo Kakeru) is the one you want. Check for it immediately.
You want to buy it in January ideally. Then, if you are missing any of the Friendship Bonus
songs, get them. The Speed on Trainings songs are next up, and beyond that, you don’t want to
buy any more. Ideally you stop here with a full bar and all the Friendship songs.
Third Live
This is from the first Summer to the end of Year 2.

Name Effect Cost

グロウアップ・シャイン! +3 SP on Trainings, Chain Rate +1 21 Da 21 Vo 21


Me

七色の景色 +2 Power on Trainings, Specialty +5 21 Vo 42 Me

木漏れ日のエール +2 Wisdom on Trainings, Chain Rate +1 42 Pa 21 Me

ぴょいっと♪はれるや! +2 Stamina on Trainings, Specialty +5 42 Pa 21 Vo

The only song we care about here is グロウアップ・シャイン! which should be bought as soon
as possible. Buy that and two random songs to fill the bar, ideally cheap ones, saving for next
year when the big songs start coming.

Fourth Live and Beyond


This is all of Year 3.

Name Effect Cost

大好きのタカラバコ +26 Speed, Friendship +10% 42 Da 26 Vi

Fanfare for Future! +26 Guts, Friendship +10% 26 Da 42 Vi

PRESENT MARCH♪ +22 Power, Friendship +5% 22 Vo 22 Me

ユメゾラ +22 Wisdom, Friendship +5% 22 Pa 22 Me

世界は僕らの言いなりさ +22 Stamina, Friendship +5% 32 Pa 12 Vo

青空BLUE +22 Guts, Friendship +5% 12 Da 32 Vi

A big dump of Friendship songs. You want as many as possible before second summer. Ideally,
all of them. That’s right, you want to buy 6 songs from the start of year 3 to the start of second
summer. Good luck. If you don’t have Hello in your deck, this is usually impossible.

After that live, you can buy whatever songs to fill up the bar. If you managed everything, you’ll
have 16 songs and be able to get the gold skill. Two more will get the scenario gold.

The next page has an image version of all of this, along with the total costs of the songs.
Ideal Song Pattern

The numbers in parentheses are the total amount of that token that is spent by that point. See
the section above for the details on the songs.

You can use the costs to know which tokens you can waste on lessons. For example, after first
live, you can spend down your Vocal, Passion, and Dance tokens easily. On the other hand,
after the second live, you don’t want to be using many Visual tokens, as there’s 100 Visual
tokens worth of songs to buy for the Fourth Live.

For a more fine-tuned control over it, there’s this spreadsheet you can make a copy of. You can
check off the songs you want and the ones you’ve bought. Reorder the rows to suit your song
desires. I find it best to check the “wanted” boxes for the current live and the next one.

Here’s an example video using this strategy.


Advanced Training Strategy (Grandmasters)
If you don’t know how to play this scenario check Gametora’s guide first.

The main thing to look out for in Grandmasters is what colour of fragments you’re gathering.
Each one leans towards a different goddess and gives different effects when you combine all
eight. There’s a permanent effect and a one-time effect that lasts for one turn.

Permanent Effects
Level Darley Arabian Byerly Turk Godolphin Barb

1 -10% Training Energy Event Effect +10% +20% Hint Rate


+5% Training Bonus Event Rate +20 +20 Post-Training Chance
+5% Training Bonus +5% Training Bonus

2 -15% Training Energy Event Effect +15% +25% Hint Rate


+8% Training Bonus Event Rate +40 +25 Post-Training Chance
+8% Training Bonus +8% Training Bonus

3 -18% Training Energy Event Effect +20% +30% Hint Rate


+11% Training Bonus Event Rate +60 +30 Post-Training Chance
+11% Training Bonus +11% Training Bonus

4 -20% Training Energy Event Effect +23% +33% Hint Rate


+13% Training Bonus Event Rate +80 +33 Post-Training Chance
+13% Training Bonus +13% Training Bonus

5 -23% Training Energy Event Effect +25% +35% Hint Rate


+15% Training Bonus Event Rate +90 +35 Post-Training Chance
+15% Training Bonus +15% Training Bonus

One-Time Effects
Red - Darley Arabian: +50 Energy and +2 Motivation, max training levels, +35% Race Bonus.
Naturally, you want to use this when you can make use of the energy, and have cards
rainbowing or are planning to race (depending how big the race buff is).
Yellow - Byerly Turk: All cards rainbow regardless of what training they’re on. If you have all
your cards on Stamina and use this, you now have a 5x Stamina rainbow.
Blue - Godolphin Barb: After training and hint event effect up, all cards give hints. This combos
with friend/group cards. You get the bond and stats from all the hints, so it’s good early but
otherwise much weaker than the others. It also guarantees Passion Zone from Group cards.

The fragments combine their colours left to right. So, Red + Yellow will always give Red. The
only exception is the final combination. If the final two are different, it will pick whichever one you
have more of in the bottom row, or be 50-50 in the case of a tie. What this means is that, if your
1st and 5th fragments have the same colour, the final result will always be that colour. You can
go out of your way for those two fragments and play optimally the rest of the time.
You can get one fragment per turn (two on rainbows and sometimes on others). You should aim
to get Blue first, as it’s the worst, but the flat boost is great for training and making your group
cards trigger more. After that, prioritize Yellow, except for the end of year 2 and 3, where you
want Red for the final races. You can also get Red for secret events. But, don’t go too far out of
your way. You don’t want to give up great rainbows for better colours.

You can’t gain fragments while holding a wisdom, you shouldn’t hold them for long. Use them as
soon as you see a reasonable gain from it. The exception here is the final turns, where you can’t
get another wisdom anyway. So, just hold it to maintain the passive skills and use it at the end.
Of course, use it if you get a really good turn.

An exception to the above is if you’re falling really far behind on one stat. For example, you only
have 600 Wisdom in year 3. In these cases, after Year 3 summer you can build a fragment
board with those fragments (6-8 Wisdom fragments in this case) and then hold it to boost your
stat a bunch in an emergency. Very good runs can also do this, but with SP fragments.

When doing this, you want to mix colours as much as possible. If a crystal is formed from two of
the same colour, it gives you +2 bonus. If it’s from two different colours, it gives +3 bonus. You’ll
either want something like RBBRRYYB (+26 total, 5 turns) or RRBBRRYY (+22 total, 4 turns).

After each year, there’s a special race. You get extra rewards from this race depending on which
goddesses you have levelled. Their level has to be greater or equal to the year to give the
bonus.

Year 1 (Level 1+) Year 2 (Level 2+) Year 3 (Level 3+)

Red +20 Skill Points +30 Skill Points +45 Skill Points

Yellow +10 to a Random Stat +10 to 2 Random Stats +10 to 3 Random Stats

Blue 1 Strategy Hint 2 Strategy Hints 3 Strategy Hints

Blue’s hints are given for the strategy you used in the race, so make sure to use your actual
strategy for it. These are also the only source of random hints in the entire scenario, so cards
that give good hints, especially Distance hints, are important here.

The Red buff affects secret events and these ending races. If you use the Red buff on Late
December, you can get some insane stat gain. You can hold the Red buff near the end of the
year to ensure you get this. Umas who have secret events related to Arima get crazy gains from
this, like TM Opera O’s +10 All Stats from the Fall Triple Crown. The bonus is multiplicative with
your Race Bonus, same as MANT hammers.

As for the skill at the end, just pick Red and don’t think about it. Here’s a more in-depth guide.
Advanced Training Strategy (L’Arc)
See the guide by celery here:
Uma Musume: Pretty Derby. Project L'Arc scenario master guide

Advanced Training Strategy (U.A.F.)


Uma Musume: Pretty Derby. U.A.F. Ready Go! scenario master guide

Advanced Training Strategy (GFF)


Uma Musume: Pretty Derby. Great Food Festival scenario master guide
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 the same thing in the long run. There are some
situations where it’s optimal to pick one over the other, though.

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.

Let’s consider the MANT scenario. 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 Aoharu Oguri Cap won’t get punished after
Takarazuka Kinen in Year 3, 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
things like Aoharu 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 Sharp if you obtain it later in the run.

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 debuff hints in the future. However, it can also be
used for other umas. In MANT, you can buy things like Leader’s Straights to make it more likely
to get Leader’s 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 Aoharu, 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.
SSR Chain Events
Whether you finish or even see the chain events for an SSR is mostly random, but it’s also
related to how many total chain events are in your deck. Each one competes to be chosen.

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 Friend 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 Wisdom
build can usually afford the -5 energy, since their trainings restore energy. Or, if you’re about to
rest (or use an Aojiru in MANT), or are the day before an energy-restoring event that would put
you to full (e.g. the +30 energy at the end of MANT).

However, the bond you gain from doing the extra training can be helpful in some situations. For
example, outside of MANT, you need the chairman’s bond to be at green in order to get your
unique skill level up in Year 3. You’ll also get more stats at the end if she’s fully bonded in URA
or Aoharu. If you know you’re low on bond with her, you can do the extra training. In MANT it’s
less relevant since it gives bond to the reporter instead.

It’s also worth noting here that, according to the patch notes, doing extra training has a chance
to cure the Overweight condition. I haven’t personally seen it happen but also haven’t been in a
position to test it.

Time Saves
● You don’t have to click each training. You can click and hold on Speed, then drag over to
Wisdom to cycle through them all while checking bonds.
● In MANT, there’s no reason to check the shop each turn. You can just check the day
before an item expires unless you’re in dire need of items. Though, check when the shop
refreshes too in case there’s a grad cap you have to do extra races for.
● If you don’t have a lot of time to play, a common strategy is to play until the first
inheritance event, then quit the run if it’s bad (e.g. no distance S). Especially in MANT,
this will save a lot of time.
Detailed Scenario Info

Aoharu Scenario
Here’s a chart of the stats gained from explosions for your supporters.
Explosion Type Speed Stamina Power Guts Wisdom

Speed 150 80 110 80 70

Stamina 80 150 80 110 70

Power 80 110 150 80 70

Guts 90 80 90 150 70

Wisdom 110 80 80 80 150

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

Team’s Average Stat 200 340 510 610

The energy cost of training is increased by (Number of Explosions) * 6 + (Number of Flames) - 1


Friend cards don’t reduce this additional cost, they only go off of the base training cost.

Winning an Aoharu race gives all your teammates +50 all stats. Losing or drawing gives them
+10 all stats.
Recorded Example Runs
Ura Runs
Short Distance King Halo - https://www.youtube.com/watch?v=3KlScA9VsKM
Mile Daiwa Scarlet - https://www.youtube.com/watch?v=gWczkf2ed-Y
Mid Distance Winning Ticket - https://www.youtube.com/watch?v=V9xWHQRqR10
Long Distance Matikanefukukitaru - https://www.youtube.com/watch?v=7bjyGVpigOI

Aoharu Runs
Pisces Cup (3200m) F2P Fukukitaru - https://www.youtube.com/watch?v=HcuTrcAoBoE

MANT Runs
A+ Vodka with only Kitasan Black - https://www.youtube.com/watch?v=tovU9WY7rpc
Pisces Cup (3200m) Mejiro Dober - https://www.youtube.com/watch?v=IoqPmj1Inw8
Pisces Cup (3200m) Kitasan Black - https://www.youtube.com/watch?v=pGoStmOkGls
Aquarius Cup (2000m) Ug1 Mejiro Dober - https://www.youtube.com/watch?v=tJBuy6IgGrg

Grand Live Runs


Virgo Cup (2000m) Ug8 Mejiro Dober - https://www.youtube.com/watch?v=rXzFF2zlUDU
Full Scenario Link Rares 18 Songs - https://www.youtube.com/watch?v=AyGHRXQgVp8
Stats
When a stat is over 1200, anything above 1200 is only worth half. So, 1600 Speed would be
1400, for example. Keep that in mind if you’re trying to use any of these formulas.

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. Note that it DOES NOT increase your speed in the opening or
middle leg of the race.

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. Leaders
also receive an 11% Stamina penalty. For a target stamina for each strategy in each distance,
see the Required Stamina Chart below.

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 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 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.

BaseAcceleration = 0.0006 normally, 0.0004 on uphills.


Acceleration = BaseAcceleration * sqrt(500 * Power) * PhaseModifier * SurfaceAptitude

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.

If your power is above 1200, your uma will store power during the race and release it during the
spurt to increase her acceleration. The exact details can be found in the mechanics doc linked
at the bottom of this document.

Guts reduces HP consumption in the final leg. See the Stamina vs Guts section for details. It’s
less valuable point-for-point compared to Stamina in this regard.
Guts also increases your minimum speed, which is slightly useful at the very start of the race in
some niche situations, such as a Leader when there’s no Runners.

Guts also increases your speed during the last spurt. The formula for this is (450 * Guts) ^ 0.597
* 0.0001 m/s. It also increases your speed when competing for position, which happens in the
opening leg for Runners and in the last spurt for everyone. You can find the details in the
mechanics doc linked at the bottom of this document.

Wisdom, aka Intelligence affects your skill trigger rates, as well as some other things. You can
see a chart of the skill proc chance based on your Wisdom here.

Wisdom 200 300 400 500 600 700

Skill Proc 55% 70% 77.5% 82% 85% 87%

Wisdom also affects the chance that the uma suffers from “kakari.” Whether the uma will suffer
kakari is determined at the start of the race based on a Wisdom check. The chance is (6.5 /
log10(0.1*Wisdom+1))^2 percent.

Kakari 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 kakari, the uma will
consume HP 60% faster and switch their strategy to a more aggressive one (eg, a Betweener
might act as a Leader or a Runner, Runner acts like Twin Turbo).

Wisdom 200 300 400 500 600 700

Kakari 24.17% 19% 16.24% 14.49% 13.26% 12.32%

Another thing Wisdom does is 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 Wisdom.

Another other thing Wisdom 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 Wisdom.

The max modifier is Wisdom / 5500 * log10(Wisdom * 0.1)%


The minimum modifier is the max speed minus 0.65.
Wisdom 200 300 400 500 600 700

Max Mod 0.047% 0.081% 0.117% 0.154% 0.194% 0.235%


Min Mod -0.603% -0.569% -0.533% -0.496% -0.456% -0.415%
Stamina vs Guts
https://twitter.com/ottoh1112/status/1389344141172035585

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.

In Short, this threshold is at 210 Guts.


In Mile and Dirt, 260 Guts.
In Mid, 320 Guts.
In Long, 3000m has a threshold of 380 Guts, while 3600m has one of 440.

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) * (Strategy Modifier).

Runners have a multiplier of 0.95, or 95%, while Leaders have one of 0.89, Betweeners have
one of 1, and Chasers 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 base HP consumption rate is 20 * (CurrentSpeed - BaseSpeed + 12)^2 / 144

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 Kakari, 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.

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, plug their information into this calculator.
For Stadium umas, choose any 1400m track for Short Distance, 1800m for Mile, 2400m for Mid
Distance, and 2600m for Long Distance. Or, refer to the chart in the next section for
precalculated values.

You can also enter your recovery skills below here, or add debuffs.
Required Stamina Chart
These numbers are generated with the above calculator, using 1400 Speed, 1000 Power, 500
Guts, and 1000 Wisdom, with neutral mood and good track quality. Having a bit more
Stamina/Guts than this will allow you to deal with bad weather or debuffs.

Required Stamina Runner Leader Betweener Chaser

Short - 1400m 570 540 500 510

Mile - 1800m 800 770 720 740

Mile - 1800m + 1 Gold 640 600 560 580

Mid - 2400m + 1 Gold 910 930 870 900

Mid - 2400m + 2 Gold 710 720 680 700

Long - 2600m + 1 Gold 1130 1110 1030 1060

Long - 2600m + 2 Gold 900 870 820 850

Long - 3200m + 2 Gold 1080 1060 990 1020

Long - 3200m + 3 Gold 830 800 750 780

Long - 3600m + 3 Gold 940 920 880 910

Note that the more gold recoveries you need to live, the less consistent you’ll be. Each one has
a chance to fail, so the more you have, the higher the chance any one fails. Here are some
example chances to trigger all your gold recoveries with different Wisdom numbers.

Golds Recoveries 1 2 3 4

All with 600 Wisdom 85.0% 72.25% 61.41% 52.20%

All with 800 Wisdom 88.75% 78.77% 69.90% 62.04%

All with 1000 Wisdom 91.0% 82.81% 75.36% 68.58%

All with 1200 Wisdom 92.5% 85.56% 79.15% 73.21%


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 strategy. It affects your wisdom. An S is a 10% boost, while a B gives -15%.
This makes it mostly irrelevant during the URA training, but important in PvP to trigger your skills
to get more points... Theoretically, but in practice, the game doesn’t actually change your skill
activation rate based on this. It might be a bug. It still affects everything else Wisdom does.

To be precise, here are the exact numbers for each rank.

Type S A B C D E F G

Surface +5% 0% -10% -20% -30% -50% -70% -90%

Dist +5% 0% -10% -20% -40% -60% -80% -90%

Strat +10% 0% -15% -25% -40% -60% -80% -90%

The +5% to your raw speed or acceleration converts to +10.25% Speed/Power (about 120 at
1200 Speed/Power). A -10% would convert to -19% Speed/Power (about -230 at 1200
Speed/Power).
Percentages of Events

Resting/お休み
70 Energy Rest: 25% Chance
50 Energy Rest: 62.5% Chance
30 Energy Rest: 10% Chance
30 Energy Rest + Insomnia: 2.5% Chance

Dating/お出かけ
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
Crane game event after date: 25% Chance

Sharp/切れ者
Event for all uma that gives +5 all stats, +2 mood event: 40% Chance
Obtaining Sharp from this event: 10% Chance

Overweight/太り気味
Obtaining Overweight when choosing the +30 energy option: 10% Chance
Certain character specific event outcomes will guarantee becoming Overweight
Curing Overweight after a successful training (ダイエット成功): 10% Chance

Lazy/なまけ癖
Obtaining Lazy when its event occurs: 6% Chance
Skipping training: 25% Chance
-1 mood when skipping training occurs: ~23% Chance

Migraine/片頭痛
Obtaining Lazy when its event occurs: 6% Chance

Insomnia/夜ふかし気味
-10 energy event: 25% Chance
-1 mood when -10 energy event occurs: ~23% Chance
Extra Training/追加の自主トレ
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

Event type Option Outcome Chance

-1 mood, -5 trained stat ~92%


Top
-1 mood, -5 trained stat, Bad Practice ~8%
Normal
-1 mood, -10 trained stat ~30%
お大事に!
Bottom -1 mood, -10 trained stat, Bad Practice ~55%

Good Practice ~15%

-3 mood, +10 energy, -10 trained stat, -10 to 2 random


50%
stats
Top
-3 mood, +10 energy, -10 trained stat, -10 to 2 random
50%
Worst stats, Bad Practice
無茶は厳禁!
-3 mood, -10 trained stat, -10 to 2 random stats, Bad
~97%
Practice
Bottom
+10 energy, Good Practice ~3%

Friend Cards
Post training event: 40% Chance
+1 mood from post training event: ~8% Chance
Uma Ranks and Score
At the end of a run, your uma will get a score based on her stats and skills, and a letter rank
based on that score. Her aptitudes, race wins, titles, and so on have no direct effect on the
score.

Score Calculation
The level of the unique skill gives 170 points per level, or 120 points per level if it’s a unique for
a 1 or 2 star uma. So, a level 6 unique skill gives +1050 score.

Skills all have a value in the database for how many rank points they give. This value is
multiplied by 1.1 if you have an A or S in the strategy or distance the skill is related to, 0.9 for B
or C, 0.7 for G, and 0.8 for anything else. If the skill has no associated strategy or distance, it
will just be the value with no bonus. Purple skills will lower the score.

Base cost White Double circle Gold Evolve

70 129 174

90 129 174 461 508

100 239 288 559 696

142
110 239 367 433
191 for tricks greens

239 367 433


120
129 for lane skills & Questionable
334 394
Strat

239
130 288 559 696
174 for debuffs

129 334 (394) 507 (461)


140
217 for debuffs 508 633

217
150 508
174 for URA skills

239
559
160 696
508
217 for generics
239

170 288 for debuffs 559 (508) 696 (633)

217 for Downhill Adept

239 559 696 (766)


180
263 for dual condition skills 615 766

190 239 559 696

289 696
200
263 for scenario skills 633

Evolved skills follow a general pattern of point increase from the original gold score. The
exceptions to this pattern are when the evolved skill has an additional track distance condition
or when it gains an additional component of acceleration or speed.

Concentration gives 394 and its evolved skills give 461.

Vision skills give 94 points unless it’s Hawkeye, which gives 142. The gold and evolved versions
all give 367 and 433 points respectively.

Inherited unique skills give 180 points. Vive la GOLD (L’arc Gold Ship) seems to be the only
exception to this rule as the inherited unique is worth 198 points.

Purple skills lower your score by 129 for the ones that cost 50, or 262 if they cost 100. These
are useful when building A+ uma for Open League Champion’s Meeting.

The conversion from stats to points is honestly kind of insane, so just refer to this table for a
rough idea. The “formula” isn’t something that should be interacted with by humans.

300 400 500 600 700 800 900 1000 1100 1200

352 577 847 1143 1463 1808 2209 2653 3171 3841

Gain: +225 +270 +296 +320 +345 +401 +444 +518 +670

You can use either site to calculate the score for your uma: https://umsatei.com/
https://yonkim.azurewebsites.net/
Points for Ranks
There’s a U rank for each letter from G to S, and each one additionally has 1 through 9. Here’s a
table of the score you need to get each rank, leaving out all the numbered ranks for brevity.

G G+ F F+ E E+ D D+

<300 300 600 900 1,300 1,800 2,300 2,900

C C+ B B+ A A+ S S+

3,500 4,900 6,500 8,200 10,000 12,100 14,500 15,900

SS SS+ Ug Uf Ue Ud Uc Ub

17,500 19,200 19,600 23,900 28,800 34,400 40,700 47,600

Ua Us Us9

55,200 63,400 71,400+


Racing Series / Triple Crowns
There are various series of races that give special titles when you come first in each race.

Classic Triple Crown - Year 2


Satsuki Sho (Early April), Japan Derby (Late May), Kikka Sho (Late October)

Triple Tiara - Year 2. Female version of above, AKA Fillies’ Triple Crown.
Oka Sho (Early April), Oaks (Late May), Shuuka Sho (Late October)

Spring Triple Crown - Year 3


Osaka Hai (Late March), Tennosho Spring (Late April), Takarazuka Kinen (Late June)

Fall Triple Crown - Year 2 and 3


Tennosho Fall (Late October), Japan Cup (Late November), Arima Kinen (Late December)

Grand Prix - Year 2 and 3


Takarazuka Kinen (Late June), Arima Kinen (Late December)

Tennosho Series - Year 2 and 3


Tennosho Fall (Late October), Tennosho Spring (Late April)
Uma Musume Reviews
This section will rate each uma and tell you how they’re ideally built. There will be many different
categories they can be rated for: Runner, Leader, Betweener, Chaser, Stadium, Debuffer, and
Parent. Aside from the Stadium category, the rest will be aimed towards Champion’s Meeting.

The ranking criteria is as follows:

Runners:
1 - There’s no reason to use this character except for character love.
2 - Worse than umas in 3, but can still be used.
3 - More or less the same strength as Summer Maruzensky in the best case.
4 - Significantly stronger than Summer Maruzensky on certain tracks.
5 - In the top 5 umas for at least one track, or has similar strength to them.

Other strategies are the same, except OG Oguri Cap instead of Summer Maruzensky.

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 strategy on some track, basically mandatory.

Stadium:
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)

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.
1* Umas
Sakura Bakushin O (1*)
Ratings: Leader 4 (Short), Stadium 4 (Short), Parent 2

Bakushin’s Overwhelming Lead gold is pretty much impossible to activate as a normal Runner.
You don’t have to awaken her to 5. Since she has Leader’s Straights and Countermeasures, it’s
better to just make her a Leader. Her unique is also more difficult to activate as a Runner.
Bakushin Sprint is a great skill for Short distance, though other umas can get the gold from her
card.

Twin Turbo (1*)


Ratings: Runner 4, Stadium 5, Parent 0

Turbo will rarely win anything, but she’s great at preventing other Runners from winning. Her
golds are both perfectly consistent and strong and she gets Oonige from her training as a third
gold. The only downside in Stadium is that if she runs into another Oonige, she’ll die horribly, but
if that happens you can just queue again. Never inherit her unique.

Mejiro Ryan (1*)


Ratings: Betweener 2, Stadium 2, Parent 5

Ryan is exclusively used as a parent. On tracks where the spurt starts on a corner, she’s almost
always used for all Betweeners and Chasers. Even though Dober outshines her on some tracks,
with two uniques to inherit, it’s usually Ryan + Dober as your parents. Killer Tune is for
Leaders/Runners, so it’s not something that helps her. Her unique is also way too specific to be
useful in Stadium.

Agnes Tachyon (1*)


Ratings: Leader 3, Stadium 5 (Mid), Parent 5, Speed Debuffer (-0.25)

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 Stadium, her debuff evolves into a
perfectly consistent skill. Her heal and unique are both consistent enough, too. 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.

Nice Nature (1*)


Ratings: Betweener 1, Stadium 4, Parent 2, Stamina Debuffer (-6%)

Nice Nature is the quintessential Stamina Debuffer, having both important golds. That’s basically
her only use in Champion’s Meeting. See the Debuff Builds section for details. Her evolution
skills are both bad, but the Watching All Directions evolution is more consistent for Stadium.
King Halo (1*)
Ratings: Betweener 2, Stadium 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 Stadium. Jolt of Energy is inconsistent and weak
when Sprint Turbo exists. An uma that’s entirely outclassed.

Winning Ticket (1*)


Ratings: Betweener 3, Stadium 3, Parent 1

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.

Matikanefukukitaru (1*)
Ratings: Betweener 1, Stadium 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 2/9 times, and in Stadium, it triggers 2/12 times.

Haru Urara (1*)


Ratings: Betweener 1, Stadium 4 (Dirt), Parent 2

Urara is full of recoveries. Since Dirt Stadium is all Mile, and she has Mid 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 Stadium. You can make her a Chaser 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 Betweener/Chaser Christmas Oguri.
She’s also sometimes used for weird strategies due to having bad aptitudes.

2* Umas
Matikanetannhauser (2*)
Ratings: Leader 3, Stadium 4 (Long), Parent 1

It’s hard to measure the consistency of Tannhauser’s gold heal, but her other gold and her
unique are consistent. You can run her as a Betweener if the track is Chaser-heavy. She’s a fine
F2P option for Long CMs and easy to train for Stadium, but doesn’t have anything exciting in
her kit.
Gold Ship (2*)
Ratings: Chaser 4, Stadium 4 (Mid/Long), Parent 1

Gold Ship is a good baseline Chaser. When Chasers are good, she’s a fine option to bring, but
she’ll always be outclassed by at least one other Chaser. Her vision buff is a consistent gold for
Stadium but does nothing in CM, as always with vision skills. Downhills for her recovery happen
more in Mid Stadium (68%) than in 2500~2600 Long Stadium (57%).

Vodka (2*)
Ratings: Betweener 3, Stadium 4 (Mile), Parent 1

In CM, Vodka’s Big Strides 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 Switch-up Pro. In Stadium, the 6 NPCs
make it very hard to trigger. Her heal is consistent in both cases. Her unique is a worse version
of OG Oguri’s.

Daiwa Scarlet (2*)


Ratings: Runner 4, Leader 4, Stadium 4 (Mid Runner), Parent 1

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. For Daiwa, she used to be known as the “Daiwa Rocket” in Mid. She
triggers Killer Tune, 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 Runners, she can be a Leader. She’s a great
F2P option in Mid CMs. For Stadium, her unique is much more consistent as a Runner, so just
make her a Runner and ignore her heal.

Grass Wonder (2*)


Ratings: Betweener 3, Stadium 4 (Mid), Parent 2, Speed Debuffer (-0.25)

Grass Wonder is generally used as a combination Speed Debuffer and Gambler in CM. With her
built-in Switch-up Pro, 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 Stadium,
Switch-up Pro can be a bit inconsistent, but her Monopolizer evolution is perfectly consistent.

El Condor Pasa (2*)


Ratings: Runner 4, Leader 4, Stadium 4 (Dirt), Parent 5

Pasa is a really weird uma. Her unique is great for CM Runners when the spurt starts on or near
the final straight. However, she has 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 Leader if there
are few or no Runners. In Stadium, she’s generally used for Dirt due to the lack of umas for that,
but she has a Mid gold. But, in Mid, 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 (2*)
Ratings: Leader 1, Stadium 4 (Betweener) 3 (Leader), Parent 2

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 Stadium Leader, but she has a Leader gold. It’s
better to make her a Betweener, since uniques are worth two golds. In CM, she has nothing
going for her over other umas, but she does come with two Chaser debuffs. She’s a low-effort
option if you want to debuff Chasers.

Mayano Top Gun (2*)


Ratings: Anything 4, Stadium 2?4? (Runner/Leader), Parent 1

Mayano has great awakenings. Breath of Fresh Air is a consistent heal and Non-stop Girl 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 Leaders are good, she can be a Leader, if Chasers are good, she can
be a Chaser. Her Shapeshifter event (win a G1 as each strategy) even gives her a good accel
for every strategy. She’s definitely an uma you want to invest in as a F2P player. In Stadium,
Non-stop Girl 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 Stadium.

Super Creek (2*)


Ratings: Leader 3, Stadium 3 (Long/Mid Leader), Parent 4

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 Stadium at a random point in the middle leg. If there end up being a lot of Runners /
Leaders it’s difficult to trigger. It’s still a good heal when inherited though, so she’s sometimes
used as a parent for Leaders who want some safety vs debuffs. Leaders 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.

Biko Pegasus (2*)


Ratings: Betweener 4, Stadium 5, Parent 3

Ikuno Dictus(2*)
Ratings: Leader/Betweener 3, Stadium 4, Parent 1

3* Umas
Rice Shower (Original)
Ratings: Leader 2, Stadium 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 Stadium 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 Straight Down Resolution
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.
Symboli Rudolf (Original)
Ratings: Betweener 3, Stadium 5 (Mid Betweener), Parent 3, Speed Debuffer (-0.25)

Rudolf’s evolutions mean that her unique and both golds are perfectly consistent, making her a
great option for Mid Stadium. Though, one of those golds is Professor, which you get from the
very popular Kitasan Black Speed card, as well as the popular Tokai Teio Wisdom card. If you
regularly use either of those cards, she loses value and can be considered Stadium 4 due to
having a duplicated gold. Her unique is very consistent and decently strong for Betweeners and
Chasers. 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. In CM she’s just average.

Mejiro McQueen (Original)


Ratings: Betweener 4, Stadium 5 (Long Leader), Parent 3

McQueen received a bit of redemption with her evolutions, but not enough to make her
generally good in CM. However, everything is consistent for Stadium. There is a very specific
strategy with McQueen as a Betweener in CM which is fairly strong. Her unique is also pretty
good for Runners when the final corner is in the middle leg. In Long where it’s stronger, the final
corner is later than you want a Runner skill for, but it could be used on Leaders.

Taiki Shuttle (Original)


Ratings: Leader 5, Stadium 3 (Mile Leader), Parent 5

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
Stadium. Also, when she’s good, it’s often the case that other umas with her unique inherited
are stronger than her. But, sometimes, it only lasts long enough on her herself.

Oguri Cap (Original)


Ratings: Leader 3, Betweener 3, Chaser 3, Stadium 5 (Leader), Parent 3

Oguri is a great all-rounder uma. She’s decently strong in basically any track, and her unique
can be inherited on non-Runners for a consistent 0.25 speed. Using Oguri is never a bad
choice. In Stadium, 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 Short 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 Leader and her
acceleration skill can sometimes be used for gambling.
Maruzensky (Original)
Ratings: Runner 2, Stadium 5 (Mile Leader), Parent 5

Maruzensky is primarily a parent uma. For Runners and Leaders, she’s good for Osaka Hai,
Oaks, Japan Derby, and Japan Cup. These are all Mid tracks, so she herself isn’t very good on
them. She doesn’t have the skills required to keep first. On other final corner tracks, her unique
typically triggers too early to do anything, but she can be inherited on Betweeners/Chasers, 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 Stadium, 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 Runner. Her inherited unique is also very consistent for all strategies and
can be inherited on anyone in Stadium for points.

Tokai Teio (Original)


Ratings: Leader 5, Stadium 5 (Mid Leader), Parent 3

Tokai Teio used to be basically unusable, but the evolutions and a buff to her unique saved her.
Now she’s a very strong uma in Mid 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.

Silence Suzuka (Original)


Ratings: Runner 5, Stadium 5 (Mile Runner), Parent 2

Suzuka is used for her Oonige ability. In Stadium, this means she has an extra gold skill.
Concentration is also a great skill in Stadium since it gets you more good start bonuses. In CM,
she’s used often, as Runners are frequently strong and an Oonige makes it much harder for
Runners to win. When the spurt is on the final corner, her Runaway skill can help her win. Her
inherited unique basically only works on other Oonige and there are better options.

Special Week (Original)


Ratings: Leader 4, Stadium 5 (Leader), Parent 4

Special Week is pretty plain. Her unique has accel, but it requires you to pass someone, so it’s
hard to trigger early enough to be good. However, the Current Speed aspect of it means you’ll
always be getting a benefit. Everything is consistent for a Stadium Leader, but one of her golds
is Heart and Soul, which you get for free in Grandmasters. If you train her in that scenario, she
has a duplicated gold and thus is less valuable. The stadium meta at the top levels uses
Aoharu, but the middling levels are still Grandmasters at the time of writing this.

TM Opera O (Original)
Ratings: Leader 4+, Stadium 5 (Mid Leader), Parent 2
Opera has a heap of consistent skills for Stadium. 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 that’s it I think. Also keep in mind her Fall Triple Crown secret
event both years, which gives all stats up and can overlap with the Grandmasters yearly race
with a red buff and give a ton of stats.

Mihono Bourbon (Original)


Ratings: Runner 2, Stadium 5 (Mid Runner), Parent 3

Bourbon is outclassed by many runners in a CM context, but in Stadium, her skills are pretty
consistent. You’d want to get Concentration on her to improve her unique’s consistency, or at
least Focus. Having a Mid Recovery makes her easy to train.

Biwa Hayahide (Original)


Ratings: Leader 2, Stadium 5 (Long Leader), Parent 2~3

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 Stadium. However, she has nothing
exciting in her kit for CM except maybe carryover on her unique in Tennosho Fall.

Mejiro McQueen (Anime)


Ratings: Runner 2, Leader 2, Stadium 5 (Long Runner/Leader), Parent 2

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 at all in Long CMs against the meta Leaders or Runners.

Tokai Teio (Anime)


Ratings: Leader 3, Stadium 5 (Mid Leader), Parent 3

Red Teio is a little better than OG Oguri, but has nothing to make her exceptional. Everything is
consistent for Stadium and her unique can be inherited on Leaders for 0.25 speed. Two gold
recoveries in Mid means you get to skimp on Stamina quite a bit.

Curren Chan (Original)


Ratings: Leader 4, Stadium 5? (Short Leader), Parent 1, Speed Debuffer (-0.25)

Curren is a gambler in Short Distance. If her unique triggers late enough to bring the accel into
the spurt, she’s pretty strong. However, Short CMs tend to be dominated by Runners and
Chasers, so she’s not quite meta. If Monopolizer ever goes on a card, you could 564 her Speed
debuff in Mid distance maybe. She’s probably good in Stadium, her golds are consistent and her
unique should trigger most of the time.
Narita Taishin (Original)
Ratings: Chaser 5, Stadium 5 (Mile Chaser), Parent 2

Taishin is the original holder of Imminent Shadow, one of the strongest Chaser skills. In recent
times she’s been getting outclassed by other Chasers, but she’s still usually the best for Mile
and maybe Short. 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 you can buff with the Red Goddess.

Smart Falcon (Original)


Ratings: Runner 5, Stadium 5 (Dirt Runner), Parent 2

Smart Falcon is pretty strong on some tracks, but is generally outclassed by Copano Rickey on
Dirt. There are certain ones where her unique can get accel during the spurt. Star of the Show
isn’t a skill you want to buy for CM, but Trending Charts is good, and both are consistent for
Stadium races.

Narita Brian (Original)


Ratings: Leader 3, Betweener 3, Stadium 5 (Leader/Betweener), Parent 3

Brian has very plain, consistent skills. One of them is Heart and Soul, which you can get for free
from Grandmasters, so if you’re training in that scenario she’s like Stadium 4. Just an average
uma.

Mayano Top Gun (Wedding)


Ratings: Leader 3, Betweener 4, Chaser 4, Stadium 4 (Mid), Parent 4, Stamina Debuffer (-3%)

Bride 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 currently the
second best option for a Stamina Debuffer after Nice Nature, as Charming Whisper is the best
Stamina debuff. Though, it’s not consistent in Stadium. Remember that you can do her
Shapeshifter event (win a G1 as each strategy) to get an accel for each strat, including Between
The Lines which is another good gamble skill. As a white, it won’t get in the way of 564, so you
can cope that she’ll steal some wins. Bride Maya debuffers will often end up with a couple wins
in CM.

Air Groove (Wedding)


Ratings: Leader 4, Stadium 5 (Mile Leader), Parent 2

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.

Seiun Sky (Original)


Ratings: Runner 2, Stadium 2, Parent 5

Seiun Sky revolutionised Runners with her unique. In basically every Mid and Mile track as well
as some others, Runners will want to use her as a parent. Even some Leaders want her unique.
However, she herself is very lacking. She doesn’t have the skills required to keep up with the
other Runners and won’t be able to use her unique. However, if Runners are bad on a track, she
can be good. In a Leader meta, Seiun is generally the only Runner that can actually compete
with them, as long as there aren’t any other Runners around to ruin her day.

Hishi Amazon (Original)


Ratings: Chaser 3, Stadium 3 (Mid Chaser), Parent 2

Amazon’s unique isn’t consistent for Stadium, 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 Chaser Corners and
Straights built in is nice. You can hint book them to get quick Ramonu boosts if you love her.

El Condor Pasa (Fantasy)


Ratings: Betweener 3, Stadium 3 (Mile Betweener), Parent 4

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 Leaders. 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 Stadium, especially Big Strides, but Big
Strides can be used as another gambling skill in Mile CM.

Grass Wonder (Fantasy)


Ratings: Betweener 4, Stadium 5 (Long Betweener), Parent 5

Healer Grass is called Healer Grass because she heals. Her kit has the equivalent of more than
3 Gold heals, and with both golds being buffed on second anni, they’re all good and consistent.
In CM, she can take advantage of the Kris S card to get acceleration. Her unique is also a 0.35
heal when inherited, which is generally one of the best options for Long Betweeners and
Chasers, as they don’t have access to Ryan and Dober on most Long tracks.

Fuji Kiseki (Original)


Ratings: Leader 3, Stadium 5 (Mile Leader), Parent 3

Fuji is basically a clone of Oguri. She has a similar unique, a Leader heal, and a gold Mile
speed skill instead of a generic gold accel skill. You can use her in Mile CMs if you want.

Gold City (Original)


Ratings: Betweener 4, Stadium 5, Parent 2, Speed Debuffer (-0.2)
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 is 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 Haru on Gold City will give you all stats
and extra SP. This can let you get SP counts above 5000, allowing you to buy a ton of skills for
Stadium.

Maruzensky (Summer)
Ratings: Runner 3, Stadium 4 (Mile Runner), 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.

Special Week (Summer)


Ratings: Betweener 4, Stadium 5 (Mid Betweener), Parent 2

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.

Meisho Doto (Original)


Ratings: Leader 4, Stadium 5 (Mid Leader), Parent 2

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 Stadium.

Eishin Flash (Original)


Ratings: Betweener 2, Stadium 5 (Betweener), Parent 2

Eishin has been bullied by recent scenarios. In Grand Live, you got 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.

Matikanefukukitaru (Full Armor)


Ratings: Betweener 4, Stadium 5 (Long Betweener), Parent 2
Back when Chasers were the meta in Long tracks, FA Fuku had her uses. When the Chasers
moved forward in mid leg, they would trigger her unique and make her run faster. Now that
Betweeners are equal to or greater than Chasers 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.

Hishi Akebono (Original)


Ratings: Leader 4, Stadium 5 (Short Leader), Parent 2

Akebono is a solid Short Leader. 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.

Agnes Digital (Original)


Ratings: Betweener 5, Chaser 5, Stadium 5 (Dirt Betweener), Parent 4

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 Betweeners/Chasers
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: Leader 2, Stadium 3, Parent 5, Stamina Debuffer (-3%)

Mummy Creek is a mandatory parent for Runners and Leaders 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 Short 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.

Rice Shower (Halloween)


Ratings: Leader 3, Stadium 4, Stamina Debuffer (-3%, usually only one enemy), Parent 2

Halloween Rice is a bit different from usual Stamina Debuffers, who are Betweeners. She
instead goes Leader or Runner. Typically if she’s being used, it’s to give your Runner 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.

Kawakami Princess (Original)


Ratings: Betweener 3, Stadium 3, Parent 2
Aside from coming with Non-stop Girl, Kawakami doesn’t have anything special. She’s basically
a less flexible Mayano Top Gun. NSG is also not consistent enough for Stadium and Rising
Dragon isn’t fully consistent either. But, an uma with NSG will always have a chance to win.

Manhattan Cafe (Original)


Ratings: Betweener 4, Stadium 5 (Long Betweener), Parent 2, Stamina Debuffer (-1%)

Cafe is basically an upgrade to Gold Ship. She has a mid leg speed unique and a gold heal.
She used to go Chaser, but now that the Kris S card exists, she goes Betweener and gets to
actually use her heal. There’s a slight concern that her unique will make her run too far forward
to trigger Lose Yourself. She’s also incredibly difficult to train due to her aptitudes and 30%
Stamina bonus. Her unique can be inherited on Debuffers for an extremely minor speed debuff.

Gold City (Festival)


Ratings: Betweener 2, Stadium 3, Parent 2, Acceleration Debuffer (-0.3)

Fes City is the only acceleration debuffer in the game currently. Outside of Mile, you can 564 her
debuff and sometimes hit people as they’re entering spurt, causing a massive decrease in their
speed. This is extremely potent, but doesn’t work every race. Still, you can bring her along if you
want to gamble some wins. As a racer, she’s not very good. Her unique is a final corner
“blocked_side” unique, which is very difficult to trigger after the first anni change to make umas
spread on the final corner. Also, note that every race you do after Tennosho Haru on Gold City
will give you all stats and extra SP. This can let you get SP counts above 5000, allowing you to
buy a ton of skills for Stadium.

Symboli Rudolf (Festival)


Ratings: Leader 2, Stadium 2, Parent 2

Fes Rudolf is just… not very good. The gold green she has already gives speed as a white and
it’s very inconsistent in stadium, while her unique is a speed unique that triggers during or after
final leg, which is not what you want. She actually used to be better before the 2nd anni
changes, which added the phase>=2 condition to her unique.
Tosen Jordan (Original)
Ratings: Leader 4, Betweener 4, Stadium 5, Parent 2

Without evolutions, Tosen Jordan is terrible. With them, she’s great. She’s not top tier, but she
gets a consistent gambling accel and a gold heal, both of which work either as Leader or
Betweener. You can use her anywhere you’re willing to raise her aptitudes for.

Mejiro Dober (Original)


Ratings: Betweener 4, Stadium 1, Parent 5, Stamina Debuffer (-3%)

Dober’s unique is mandatory on Betweeners and Chasers on many tracks. Ryan’s requires 6th,
while Dober’s requires 5th or 6th, making it much more consistent. She herself can be used as
either a gambler or a Stamina Debuffer with a chance to win. Her evolved debuff gives her
Current Speed which is quite potent if it triggers early, but she has to be 6th or below to trigger
it, so it’s not consistent. Her gold green is good for her signature track, Queen Elizabeth Cup.
None of her kit is consistent for Stadium. She’s my favourite uma so let’s just say she’s a 5.

Biwa Hayahide (Christmas)


Ratings: Leader 3, Stadium 4 (Long Leader), Parent 2

Christmas Biwa is just an average uma with nothing special about her. In CM she won’t be able
to compete against the meta frontliners in Long. Outside of Long, she has even less going for
her, losing her gold recovery. If you’re a Biwa fan, keep waiting for a second alt I guess.

Oguri Cap (Christmas)


Ratings: Runner 4, Leader 5, Betweener 5, Chaser 5, Stadium 5, Parent 4

Where to even begin with XOguri? She’s by far the strongest uma in the game currently. On
2000~2200m tracks, she can trigger her unique off of 777 to get speed carryover and accel as
either a Leader or Betweener. On tracks with a downhill near spurt, she can be a Chaser with
downhill recovery. On tracks with an uphill near spurt, she can be a Runner and use uphill
recovery, though that’s high effort due to her low Runner aptitude. Even without a good trigger,
she can pick 3 phase_random==1 recoveries (underlined below) and gamble. She’s basically
immune to stamina debuffs. Even V.Bourbon sometimes inherits her unique. Here’s a list of
perfectly consistent recoveries you can use for her (only golds listed):
All: Aoharu Stamina, Triple 7s, Maestro, Breath of Fresh Air
Runner: Wild Girl
Leader: Big Eater
Chaser: After School Specialist
Mid: Miracle Step
Long: Cooldown, 脱兎の先へ
You only want 3 recoveries for her in CM, 4 if Tachyon’s unique is similar to 777. You’ll also want
to avoid recoveries not listed above, to maximise consistency. In Stadium you can get as many
recoveries as you can afford, as timing isn’t important.
Fine Motion (Original)
Ratings: Leader 3, Stadium 4 (Mile Leader), Parent 2

Fine Motion has a mid leg speed unique, which is somewhat rare on Leaders. Her Straight
Down Resolution evolution gets additional accel, making her great on hills where the spurt
coincides with a downhill. She’s also one of the best umas for taking advantage of Taiki and
Nishino uniques, with her unique allowing her to stay in front of the other Leaders. In Stadium,
hill skills aren’t consistent.

Tamamo Cross (Original)


Ratings: Chaser/Betweener 5?, Stadium 5 (Mid Betweener), Parent 2

Tamamo’s unique has carry-over on Tennosho Haru, which makes her quite strong on the track.
However, it requires you to be 6th or 7th (or 2nd or 3rd), which is pretty strict. Whether she’s
better as a Betweener or Chaser will depend on the meta, but probably Chaser. Her speed skills
are quite strong and will push her forwards, making it difficult to be in position as a Betweener.
Whether she can still compete against Kris S Betweeners will have to be seen at the next
Tennosho Haru CM.

Haru Urara (New Years)


Ratings: Chaser 4, Stadium 5 (Dirt Betweener), Parent 1

NY Urara is perfectly serviceable as a Chaser in Dirt CMs, though largely due to there not being
many options in Dirt CMs. Both of her golds are useless in CM, but consistent in Stadium as a
Betweener. Her unique gets stronger the further the distance between her and 1st is, so being a
Chaser is preferred in CM. You could pair her with an Oonige to try to strengthen it more. Twin
Turbo has Dirt F.

TM Opera O (New Years)


Ratings: Leader 3, Stadium 5 (Long Leader), Parent 3

NY Opera has a very consistent unique that can be inherited on basically anyone in Mid and
Long for 0.25 speed. It’s stronger than OG Oguri’s in these cases, as it doesn’t waste duration.
As a racer, she has nothing special, on a similar level to OG Oguri in Long. Keep in mind her
Fall Triple Crown secret event both years, which gives all stats up and can overlap with the
Grandmasters yearly race with a red buff and give a ton of stats.

Sakura Chiyono O (Original)


Ratings: Leader 3, Stadium 4, Parent 2

Chiyono is another Oguri clone. Distance-based speed skill that triggers near the end. Her
Spring gold isn’t great and Speed Star isn’t exciting when many umas have it. She’s just
average. But, haha wolf girl.
Eishin Flash (Valentines)
Ratings: Betweener 3, Stadium 5, Parent 2, Speed Debuffer (-0.25)

Valentines Eishin doesn’t have much interesting going for her. She can gamble with Winning
Recipe and it’s consistent in Stadium. She can be used as a Speed Debuffer. Final Straight
speed uniques aren’t ever outstanding. Roughly on the same level as OG Grass Wonder.

Mihono Bourbon (Valentines)


Ratings: Runner 5, Stadium 5, Parent 4

V.Bourbon redefined what a Runner needs to be good. With a midleg unique and midleg gold,
as well as built-in Groundwork, one green, and Concentration, as well as getting Frontrunner
from her training scenario, she’s extremely easy to train. This ease allows people to get more
good runs with her, raising her ceiling. Her unique is also pretty good to inherit. Runners rarely
have a second good unique to inherit after Seiun, and a midleg unique is always welcome. Plus,
since she’s good on so many tracks, it’s easy to find her as a parent. Concentration is also great
to have for Stadium. The major fault she has is the inability to use her own card for Unshakable
Stance.

Mejiro Ardan (Original)


Ratings: Leader 3, Stadium 5 (Mid Leader), Parent 2

Ardan is basically an Oguri clone. Final Straight speed unique, gold heal for Leaders. Prepared
to Die is an uninteresting gold, since it triggers during the spurt. Her unique, though 0.45, only
has 4s duration and comes with Stamina drain, so it’s generally not recommended.

Admire Vega (Original)


Ratings: Chaser 2, Stadium 4 (Mid Chaser), Parent 2

Admire Vega is not very good. Her unique gets stronger if she’s in the bottom 20% of umas
during the final straight, but if she’s that far behind, she’s already losing horribly. Her gold heal
should be consistent. Storm and Stress is a boring last spurt speed skill and not quite consistent
in Stadium.

Kitasan Black (Original)


Ratings: Runner 5, Stadium 5 (Long Runner), Parent 5

Kitasan revived Runners in Long Distance. Seiun unique doesn’t work on Long, so Runners
suffered there. Kitasan’s unique activates instantly like Seiun’s, but on Long. She’s also strong
in her own right, with a 0.5 accel Fortune. Her unique even triggers from second. Her biggest
disadvantage is her lack of heals and inability to use her own card, so her decks usually end up
being like Maruzensky + Mayano speeds. She can inherit Ball Seiun’s unique for more accel.
Satono Diamond (Original)
Ratings: Betweener 4, Stadium 4, Parent 2~3

Dia’s a solid Betweener. Her gold gives her more Speed and Power on Clockwise tracks. The
addition of a second evolve option for her gold heal to turn it into an equivalent opening leg gold
speed skill is currently what sets her apart from other betweeners. She’ll provide consistent
performance with opening and final leg covered by her awakenings and unique so it’s mostly a
matter of building out her mid leg.

Mejiro Bright (Original)


Ratings: Betweener 4, Stadium 5 (Long Betweener), Parent 1

Bright’s unique scales based on how much Stamina she has. At max effect, it lasts for 20
seconds. Skill durations get multiplied based on the track length, so on something like Tennosho
Haru, her unique will last a fearsome 64 seconds, but that’s hard to achieve. More realistic is
15s going to 48s. Her built-in golds already heal 17% so if you have over 1000 Stamina on
3200m you’ll reach this. Debuffers can mess with her a bit. Just hope she doesn’t go too far
forward to use Kris S gold.

Seiun Sky (Ballroom)


Ratings: Runner 4, Stadium 5 (Long Runner), Parent 5

With the second anniversary changes, Ball Seiun is basically OG Kitasan. Her unique has the
same conditions and effect as Kitasan’s. Though, she misses the built-in Fortune that Kitasan
has, but her evolutions have small heals to make her easier to train. She can also use Kitasan’s
card, however, she already has Top Runner, the skill given by Maruzensky, the best Runner
card. She’s probably pretty close to Kitasan in power on Long. They’ll inherit each other’s
uniques.

Fuji Kiseki (Ballroom)


Ratings: Leader 4, Stadium 4 (Mile Leader), Parent 2

With a final corner speed unique and Speed Star, Ball Fuji can potentially get some good
carry-over speed on tracks where the spurt starts during the final corner. On such tracks,
Nishino’s unique will also be good, so she might be a solid option. Her debuff is the same as
Halloween Rice’s. She can be used as a Runner Debuffer if you like her appearance better.

Nishino Flower (Original)


Ratings: Leader 4, Stadium 2, Parent 5

Generally, in any track where Nishino is good, it’s better to inherit her unique on someone else
instead. It’s a similar situation to her girlfriend, Seiun Sky. There are many tracks where her
unique is powerful, and when it is, Leaders tend to be strong in the meta. Commonly, either
Pasa or Taiki will also be good on the track. In Stadium her unique is inconsistent and hill skills
are also inconsistent.
Yaeno Muteki (Original)
Ratings: Leader 4, Stadium 5 (Mid Leader), Parent 2

Yaeno is generally stronger than OG Oguri, but isn’t really ever going to be the top option. Her
Now I’m Pumped evolution is quite strong and To Victory is fine. Her unique is another that
strongly resembles OG Oguri’s.

King Halo (Cheer)


Ratings: Chaser 5, Stadium 2, Parent 5

On Short and Mile tracks where the spurt starts close to or on the final straight, Cheer Halo’s
unique becomes very strong. Combined with Ruby gold, Chasers are high in the meta if not on
top of it for those tracks. Machan and Suzuka can probably compete with them, and people can
make deadweight chasers to prevent Cheer Halo’s unique from triggering, but in general she’s
very strong for those tracks. Though, everything is inconsistent for Stadium.

Nice Nature (Cheer)


Ratings: Betweener 3, Stadium 2 (Mid Betweener), Parent 2, Speed Debuffer (-0.25)

Unlike her original, Nature’s alt debuffs Speed instead of Stamina. Since she has Non-stop Girl,
she can sometimes steal some wins while acting as a Speed Debuffer. In Stadium, she’s not
very consistent since her unique requires her to be 5th at best on the final straight and NSG isn’t
a consistent skill.

Ines Fujin (Original)


Ratings: Runner 4, Stadium 4 (Mid Runner), Parent 3

Ines’s unique gets stronger on Tokyo tracks, such as Derby. But, she likely falls behind other
Runners like NY Kitasan on that track, and Mid distance also means XOguri is present. She
probably doesn’t make it into the top 5 but she’s a fine option. In Mid stadium not every track
has a hill so her gold heal isn’t consistent.

Mejiro Palmer (Original)


Ratings: Runner 5?, Stadium 5 (Mid/Long Runner), Parent 2

Palmer is a Runner who gets access to Oonige. To get it, you have to win Arima Kinen both
years and Takarazuka Kinen in year 3. She’s a top option for Arima Kinen CMs. Even if she’s
not the top option for a Long CM, she can still be used to prevent Blaze Brian from triggering
Monster. In Stadium, Vanguard’s Wisdom isn’t consistent, but Great Escape from her scenario
makes up for it.
Curren Chan (Wedding)
Ratings: Leader 4, Stadium 5 (Short Leader), Parent 3, Speed Debuffer (-0.25)

Curren’s unique is strongest on 1000m. She would be incredibly strong there… if any 1000m G1
existed. All Short G1s are 1200m. On those tracks, she’s still decently strong, but probably
doesn’t make the cut into top 5. Her unique can be inherited on other Leaders. Theoretically,
JBC Sprint could be 1000m, but that’s a Dirt track and might never become a CM. At least her
Dirt is F and not G, making it a bit easier to get the aptitudes.

Fine Motion (Wedding)


Ratings: Leader 4, Stadium 5 (Mile Leader), Parent 2

Bride Fine has Fierce Competition, which is a great gambling skill for Leaders. Her unique can
also give her a bit of accel on the Final Corner, which can be stacked up with Nishino and Taiki’s
uniques, or Maru’s. The speed part of it is wasted in those cases, though. She’s a decent option
for Leader meta tracks.

Inari One (Original)


Ratings: Chaser 4, Stadium 4? (Dirt Chaser), Parent 3

Inari One is a decent option for Dirt CMs if you want a Chaser, though there are better options.
Her kit isn’t very exciting but it’s solid. In Stadium, her heal might be a bit inconsistent, as the six
NPCs can fall behind her.

Sweep Tosho (Original)


Ratings: Chaser 4, Stadium 4 (Mid Chaser), Parent 2, Speed Debuffer (-0.25)

Sweepy is usually just used as a Speed Debuffer with a chance to win. The Self-Control green
she gets from her scenario can be inherited down to umas who can’t use their unique after
kakari, like Dober, but it’s pretty minor. Her bonuses are pretty good. She can be used on Cheer
Halo tracks but other Chasers like Taishin are better.

Mejiro Dober (Camp)


Ratings: Betweener 5, Stadium 2, Parent 2

Camp Dober’s unique is pretty specific, but when it triggers, it always gets carry-over. When this
happens on a track that Ruby gold also works on (ie Hanshin 1600m), she’s a great option, as
the carry-over helps her trigger the gold consistently. Of course, the inconsistency of her unique
makes her bad for Stadium, and it usually won’t last long enough when inherited to carry over.
Her golds are also good for gambling in Mid distance races. Here’s a chart of the G1s that it
works on, along with how strong it is on that track. An orange highlight means it’s stronger than
a midleg speed unique. One big disadvantage she has is that it’s difficult to get OG Dober’s
unique onto her. You’ll want to prepare like a Ryan parent with 3* Green OG Dober grandparent.
Taiki Shuttle (Camp)
Ratings: Leader 5?, Stadium 5 (Mile Leader), Parent 2

Camp Taiki is the proud owner of an OG Oguri unique, an exclusive club consisting of only a
dozen umas. With Ruler of Mile and Fierce Competition built in, she’s a great option for a Mile
Leader, and becomes meta if she can use Nishino’s unique. OG Taiki’s unique is also good on
those tracks though, which would be quite a pain to inherit.

Air Shakur (Original)


Ratings: Chaser 3, Stadium 2, Parent 2

Shakur has basically nothing interesting in her kit. They’re all just speed skills that can’t high roll
in a meaningful way. Overall she’s just fine. 30% Wisdom bonus means you might be able to
greed with one Wisdom card.

Special Week (Supreme Commander of the Rising Sun)


Ratings: Betweener 4, Stadium 5 (Long), Parent 3

For a welfare uma, Commander Spe sure does require a whale deck. She’s an Arima Kinen
specialist. On that track, you’ll need to have Kris S (Stamina) in your deck, along with a source
of recovery, while still getting good stats. This is easier in Grandmasters but was quite hellish for
F2P players in Grand Live. None of her skills have position requirements, so in Stadium, you
can use her as any strategy. To unlock her, train an uma with Team Sirius and buy the gold, then
select that uma for the Arima Kinen race in the story.

Mejiro McQueen (Summer)


Ratings: Leader 4, Stadium 5 (Long Leader), Parent 1

Summer McQueen is basically a Leader version of Mejiro Bright. The duration of her unique
scales based on how much Stamina she has. When it comes to Leaders viable in Long
Distance, it’s basically just her, XOguri, and Blaze Brian. If Monster is put on a card, Summer
Mcqueen’s strength will increase greatly. Her unique might let her get close enough to Runners
to trigger the skill. For now, you’ll have to inherit the white.

Gold Ship (Summer)


Ratings: ???, Stadium 5, Parent 5

When Summer Golshi’s unique triggers, it triggers two gold skills, ignoring conditions. These
count for Stadium points. Her unique is often inherited on Stadium umas to improve their
consistency, and for Debuffers in CM for the same reason. She’s not meta, but you could maybe
do some fun things with golds that trigger early (such as Breath of Fresh Air) along with
gambling golds to trigger with her unique (such as Steady Advance). Overall she’s mainly
relegated to just being a parent.
Bamboo Memory (Original)
Ratings: Betweener 4, Stadium ?, Parent 1

Bamboo is a gambler who wants to pass people on the final corner. Both of her evolutions have
acceleration added. When the spurt starts on the final corner, you can use her for such
gambling, but she’s not at the top of the meta because those tracks are Leader dominated
usually.

Copano Rickey (Original)


Ratings: Runner 5, Leader 5, Stadium 5 (Dirt Runner), Parent 1

Rickey’s unique’s strength scales based on how many greens she’s activated, up to 6. Getting 6
greens that fits a track is quite difficult, making her extremely high effort. While doing that, you
still have to get Groundwork, inherit distance S, and finish your support chains. But, the payoff is
worth it, as she’s extremely strong with six greens. Her unique becomes 0.4 speed and 0.15
acceleration and can high roll. Her awakenings are also good. She can be either Runner or
Leader, depending on the meta for the track. You probably want to prepare a high-green parent
for training her, with generic greens like Runner’s Tricks and Self-control, and hope for the
seasonal races to become factors for more chances at the seasonal greens.

Smart Falcon (Grand Live)


Ratings: Runner 5, Stadium 5 (Dirt Runner), Parent 1

Banana Falcon is usually interchangeable with her original form, being similar in strength. OG
has some tracks where her unique can get acceleration in the spurt, while Banana has higher
generic strength and a great gambling skill. Very good for Dirt races, but also outclassed by
Rickey most of the time. Still, with how few viable umas there are for Dirt, she still makes top 5.

Narita Taishin (Steampunk)


Ratings: Chaser 5, Stadium 4 (Mid Chaser), Parent 2

While Steampunk Taishin wasn't very strong before, the 2nd anniversary buff to her inherent
Rise from the Ashes and the evolved version of her Breakthrough skill make her a good uma on
any Mid track where Straight Shot doesn't work and OG Taishin suffers, along with most other
Chasers. Outside of CB she's probably the strongest Mid Chaser, and she should be better than
CB at least a good amount of the time on those.
Winning Ticket (Steampunk)
Ratings: Betweener 3, Stadium 3 (Mid Betweener), Parent 1

Although much better than original Winning Ticket, the Steampunk version doesn't get enough
to make her really stand out as being a truly good uma, as she is pretty much locked into being
a Betweener which is usually detrimental, two of her skills only trigger in the final leg, and she
gets no inherent acceleration. Still, if you want to run Winning Ticket, she is your best bet, and
she's just fine. The lack of hills on some tracks and the order requirements on her skills mean
she's not the most reliable uma for stadium, but still usable.

Yukino Bijin (Original)


Ratings: Leader 3, Stadium 3, Parent 2

Yukino is not very exciting, but she does come with inherent Straight Down Resolution and
Non-Stop Girl, so on tracks where those work, she's actually very usable. However, those tracks
aren't very common, and even then she doesn't stand out particularly much. For stadium, the
unreliability of NSG and the lack of hills on some tracks makes her suffer.

Seeking the Pearl (Original)


Ratings: Leader 4, Betweener 4, Chaser 4, Stadium 5 (Short/Mile), Parent 2

Seeking the Pearl is not an uma who stands out very much for being great, but is very good on
both Short and Mile tracks with her evolved awakenings, also benefiting from being able to run
whatever strategy is best, as none of her skills really depend on positioning. It is hard to call her
an uma that is truly top tier, but she'll always be very good. Very consistent for Stadium as well.

Meisho Doto (Halloween)


Ratings: Leader 4, Stadium 5 (Mid Leader), Parent 2

Quite similar to OG Oguri, Halloween Doto is slightly better. Fierce Competition is a great
acceleration skill and Maestro is a great healing skill. Her unique has a minor speed debuff
attached which won’t usually make a difference. She’s basically an upgraded OG Oguri for Mid.

Agnes Digital (Halloween)


Ratings: Betweener 3, Stadium 4 (Dirt Betweener), Parent 2

Halloween Digital is usually worse than her original version. It’s possible for her unique to carry
over when the spurt starts on a corner, but it’s inconsistent since it’ll usually just trigger earlier in
the race. Her awakenings are speed skills with shorter durations and just gain heals from
evolution. An average uma.
Aston Machan (Original)
Ratings: Runner 5, Stadium 5 (Short Runner), Parent 5

Machan is only usable in Short CMs, but with the absurd power on her evolved skills, can be
expected to be one of the strongest umas in any of those. Runners generally aren't very strong
on Short, but Machan should be an exception. Since she also has inherent Groundwork, she's
also very easy to build on top of that. All her skills are consistent for Short stadium, and her ult is
a necessary inherit in case you want to run any Runner besides her in Short. Ooniges like
Suzuka could give her trouble, but it remains to be seen.

Yamanin Zephyr (Original)


Ratings: Leader 4, Stadium 4 (Mile), Parent 1

Compared to Taiki or Nishino, Zephyr has a somewhat strange accel unique that has low value
unless she is exactly second place at the point of activation, but lasts for a very long time. That
being said, she can still inherit the uniques of those two, and her kit is generally strong enough
to make her competitive at least on Mile CMs. Winds of Change is one of the strongest skills for
Short and Mile tracks when it procs, but it's not very consistent. With Dirt D, she can also run
Dirt without much trouble, making her more flexible - but again, so can Taiki.

Inari One (Festival)


Ratings: Chaser 4-5, Stadium 5 (Long), Parent 2

The first uma to get Imminent Shadow after Narita Taishin, with a kit specifically focused on
Long. Since Imminent Shadow works on most or all Long tracks, this is very good and basically
guarantees her to be in the mix for every Long Distance CM. That being said, Long is an
extremely crowded field and Mr. C.B. is almost strictly better than her at everything. She also
can't compete with CB or Taishin on Mile tracks, where she largely doesn't have a unique.

Tamamo Cross (Festival)


Ratings: Leader 5, Stadium 5 (Mid Leader), Parent 1

The Leader version of Tamamo Cross, notable for having extreme amounts of midleg speed that
will sometimes cause her to overtake Runners before the final leg even starts, to the point
where people inherit Seiun’s unique on her. Since she's a Mid Leader she has to compete
against XOguri on just about every track, but depending on the track is actually not much worse
than her. Her one weakness is a very painful training schedule compared to most other umas.
Nakayama Festa (Original)
Ratings: Betweener 2, Stadium 2, Parent 2

Nakayama Festa is a strange gamble horse who can technically highroll, but she doesn't really
actually have very much going for her. Her abilities are better if she's not popular, but that can't
be guaranteed in CM and is actively less likely if your uma is actually good, or has higher stats
than the opponents. Her evolved skills are also underwhelming, so even when Betweeners are
good, there's probably not really a reason to use her over other ones. For Stadium, only
Gamester is consistent, and even that will sometimes cause her to run out of stamina, dropping
your score.

Wonder Acute (Original)


Ratings: Leader 3, Stadium 5 (Dirt), Parent 1

Acute is very usable in Dirt Mile. Even though she does nothing especially well and nothing that
makes her stand out, she has a very solid and reliable kit all in all.

Daiwa Scarlet (Christmas)


Ratings: Runner 5, Stadium 4, Parent 1

Xmas Daiwa has a very strong kit for a Long Runner with an innate gold recovery, with Arima
Kinen being her best track since her unique carries over. That being said, her Untouchable
Shadow skill is a little disappointing and especially unreliable for Stadium, and Runners aren't
nearly as good on most other Long tracks, so she's really just an expert for Nakayama 2500m.
For Stadium, all but one Long track has a hill for her to trigger her recovery.

Vodka (Christmas)
Ratings: Betweener 5, Stadium 2, Parent 2

The list of tracks on which Christmas Vodka is very good is short, since her unique only gets a
better effect in Tokyo, and even then the only G1 track where it is really strong seems to be
Tokyo 2400m. However, due to inherent Non Stop Girl, she's still quite usable on other tracks.
For Stadium, all her skills are pretty inconsistent.

Zenno Rob Roy (Original)


Ratings: Leader 3, Stadium 5 (Mid/Long), Parent 3

Rob Roy has a very solid, but unexciting kit, not doing anything particularly well but always
going to be pretty decent. Long Leaders outside of Blaze Brian aren't good right now, and in Mid
CMs she competes with a bunch of demons. That being said, her Stadium kit is as consistent as
it gets.
Narita Brian (Blaze)
Ratings: Leader 5, Stadium 4 (Long), Parent 2

Blaze Brian is one of the only viable Leaders on Long tracks due to having the only strong accel
for it, which isn't on a card yet either and becomes even stronger when evolved. Through her
innate kit, she also gets a decent amount of recovery and the first unique with 0.55 speed.
However, Oonige and strong Runners might bully her out of triggering Monster. Time will tell, but
it can be expected that Blaze Brian will be a very strong uma for every Long CM.

Kitasan Black (New Year)


Ratings: Runner 5 (Mid), Stadium 5 (Mid), Parent 5

NY Kita can only really compete on Mid Distance CMs, but is one of the undisputed best umas
for those perhaps even dethroning XOguri, as she easily wins opening leg against most
competing Runners and has a good chance to stay ahead of them all the way. At the same time
she is incredibly easy to build due to inherent Groundwork and Fortune Favours the Fast. Her
weakness for CMs is that she has a hard time beating well-built Oonige. At the same time, after
Seiun's unique hers is the second best choice to inherit on any other runner in Mid

Satono Diamond (New Year)


Ratings: Betweener 5 (Long), Stadium 3 (Long), Parent 2

Lose Yourself is the best accel skill there is for Long tracks, and NY Dia has it for free without
having to use the relatively average Kris S card you otherwise have to use to get it. The rest of
her kit is also very good with a midleg speed unique, making her one of the best choices for any
Long CM. For Stadium, while her unique is very consistent, her awakenings are less so due to
order requirements.

Hokko Tarumae (Original)


Ratings: Leader 4, Stadium 3, Parent 4

Tarumae is theoretically a great choice for Dirt Mile CMs, but in practice has shown difficulties
reliably triggering her unique and has to compete with XOguri in Mid. The inconsistency in
triggering her unique also hinders her Stadium rating. Usually Nishino and Taiki will be better
inherits for the CMs her unique works on, but if you don't have them or are training Taiki herself,
her unique is a good inherit. Keep in mind it only works on Dirt tracks.
Daitaku Helios (Original)
Ratings: Leader 5?, Runner 5?, Stadium 5 (Mile), Parent 1

Both of Helios’s evolved skills are very strong on Mile tracks and her unique has a good chance
to carry over on those tracks as well, making her a very strong option at least for those CMs.
She can run Runner or Leader, but Leaders tend to be stronger in Mile CMs and she doesn't get
much of anything in her kit for Runners, making her kind of a pain to raise as one. She also gets
Oonige, which is another gold skill for Stadium to add to her already very consistent kit if you
run her as a Runner there.

Ines Fujin (Valentine)


Ratings: Runner 5, Stadium 5, Parent 1

At first glance she’s nearly identical to Valentine's Bourbon. Very easy to raise and a competitive
runner for situations where runner is a good strat. If you don’t have access to Gacha Int
Bourbon, who gives Unshakable Stance, she’s basically the same as Valentine’s Bourbon,
although Ines’ growth bonuses are slightly better. Since Bourbon can’t use her own card, Ines
has strictly better opening leg performance in the case where she does. The last thing she has
over Bourbon is an additional event for obtaining Sharp as opposed to Bourbon’s Charming.
Easy to raise, flexible, and consistent.

Mejiro Ryan (Valentine)


Ratings: Leader 4, Stadium 2 (Mid Leader), Parent 2

OG Ryan’s unique is similar to OG Dober’s, and V.Ryan’s unique is similar to Camp Dober’s.
Quite a strong bloodline. Since all her skills need conveniently placed downhills, the number of
CMs she can reasonably compete in is limited, and as she is Mid focused, she competes with
other very strong umas on all of them. However, she should be quite competitive in those very
specific tracks. For stadium, not all mid tracks will have a downhill placed where she can trigger
her unique, and a number of them don't even have downhills at all.

Shinko Windy (Original)


Ratings: Leader 2, Betweener 2, Stadium 2 (Dirt Leader/Betweener), Parent 2

Windy suffers from having a very strange unique that’s only useful on very certain tracks, and
being a gamble even on those tracks. What's more, her other awakening needing Heavy or Bad
ground makes her even more specialised. For stadium, the only skill you can count on to trigger
reliably is Full Speed Ahead! and its evolution.

Mr. C.B. (Original)


Ratings: Chaser 5, Betweener 4, Stadium 5 (Mid/Long Chaser), Parent 1
Mr. C.B. has a very overloaded kit with a lot of middle leg speed, making her most likely the
ideal chaser for Long tracks where Imminent Shadow works, and still very good and perhaps
ideal when it works in Mile, only losing to Cheer Halo and Taishin on some tracks.

Daiichi Ruby (Original)


Ratings: Betweener 5, Chaser 5, Stadium 4 (Short/Mile Betweener), Parent 1, Speed Debuffer
(-0.35, -0.5 to Runners)

Daiichi Ruby is the only uma who gets the Short/Mile acceleration skill Lightning Speed
inherently and her unique has Current Speed at the start of spurt, which helps trigger Lightning
Speed and makes her one of the strongest umas for Short/Mile CMs. What's more, even if she
does not win herself, she has speed debuffs on all her skills, helping your other umas win more
as well. However, one of her gold skills only works as a Betweener, and depending on the track
you might want to run her as a Chaser to take advantage of Straight Shot, so she loses some
utility there. Because of the order conditions on her skills, she's not perfectly consistent in
Stadium. The numbers on her inherited unique are very low, making her useless as a parent.

Symboli Kris S (Original)


Ratings: Betweener 4, Stadium 3 (Long), Parent 2

Kris S is mostly a weaker version of NY Dia. You can train her for Long tracks and she’ll be
good, but NY Dia will be better. Her skills have back order rates which makes them inconsistent
in Stadium.

Sakura Chiyono (Ball)


Ratings: Leader 4, Stadium 2 (Mid Leader), Parent 4

Ball Chiyono is good on 2000m, but faces fierce enough competition there that she doesn’t
make it into the top 5. She can also be used on 1800m, but those tracks are even rarer. Her
unique can be inherited for 2000m by the stronger Leaders. Her unique is similar to Nishino’s
and equally as inconsistent in Stadium.

Mejiro Ardan (Ball)


Ratings: Leader 3, Stadium 5 (Mid Leader), Parent 1

Mejiro Ardan is just average. Her specialty is as a Mid Leader which is full of menaces like
XOguri and Teio. Her unique drains 3% stamina so you never want to inherit it, her evolved
Speed skill drains another 2%, so that basically removes all the healing of her gold recovery.
Things are consistent in Stadium though.

Sakura Laurel (Original)


Ratings: Betweener 5, Stadium 5, Parent 5
Laurel is a strong Betweener in Long Distance races. Her unique is a big heal in the middle of
the race, which can be inherited like Fantasy Grass’s. She has a strong midleg gold which
evolves to not cost stamina, and a strong Current Speed final leg skill which works even if it
triggers during acceleration. She gets がむしゃら (Kris S white) from her secret event, and the
secret event involves Arima, so you can double dip with the Red Goddess.
Neo Universe (Original)
Ratings: Betweener 5, Stadium 5, Parent 3

Neo Universe is a solid Mid distance Betweener. Outside of Mid, her unique is weaker and both
golds don’t work. Her unique can be inherited in Mid for a mid-leg 0.25 speed, which is pretty
rare for Betweeners. But, Betweeners will want Dober and Ryan on Mid, so she’d be a
grandparent most likely. If Runners are popular in the track, she can be a Leader too.

Sakura Bakushin O (Cheerleader)


Ratings: Runner 4, Stadium 5, Parent 0

Bakushin has some great Short skills. Her unique works well in 1000m (of which the only G1 is
Dirt) and 1200m and needs another Runner to compete with. She’s probably worse than
Machan and Suzuka but still very usable. Her unique is pretty much worthless when inherited.

Matikanetannhauser (Cheerleader)
Ratings: Betweener 3, Stadium 4, Parent 0

A fairly normal uma. She has a gold heal that’s consistent and a gambling accel. In Stadium
depending on compositions, Rise From The Ashes can be hard to trigger.

Hishi Miracle
Ratings: Betweener 3, Stadium 2, Parent 2

Hishi Miracle has a gold heal that evolves to 7.5% and a great mid-leg speed skill, essentially
Daring Attack for Betweeners. But, nothing special going on, and a bad unique. In Long, she’s
overshadowed by many other better Betweeners, like Laurel and NY Dia. Laurel’s unique alone
is basically equivalent to both of Hishi Miracle’s evolved skills. Her unique isn’t consistent at all
in Stadium, unless you make her a Mile uma or something.

Tanino Gimlet
Ratings: Chaser 4?, Betweener 4, Stadium 4, Parent 4

Gimlet specializes in Tokyo tracks. However, this is a common specialty. On Tokyo Mile, she’s
probably worse than Taishin. On Tokyo Mid, there’s XOguri, Teio, NY Kita, Neo Universe, etc.
But, she’s strong enough to be solidly usable. Her unique is good to inherit, it works on tracks
Dober’s doesn’t. In Stadium, her Chaser gold isn’t consistent.

Nishino Flower (Bride)


Ratings: Betweener 3, Stadium 4, Parent 2

Bride Nishino’s first evolved skill gives her teammates a speed boost, making her the first
buffing uma. It’s pretty minor though, just a white skill’s worth. She has trouble being a Leader
since she can’t get her original unique easily. Downhill skills are inconsistent in Stadium.

Hishi Amazon (Bride)


Ratings: Chaser 4?, Stadium 3, Parent 2

Bride Amazon has a similar unique to Valentines Ryan and Camp Dober, but it’s a little hard to
activate as a Chaser. She has to pass 3 people in the middle leg to activate it. Her strength will
depend on how popular Chasers are on the track. She might be good on specifically Hanshin
1600m or Chuukyo 1200m. Downhill skills like her unique aren’t consistent in Stadium.

Marvelous Sunday
Ratings: Betweener 3, Stadium 3, Parent 2

Sunday’s unique gets stronger when there’s 4 or more other umas visible. The vision range is
20m by default. I’m not sure how consistent this will be, but it’s not a big boost anyway. A pretty
average Betweener.

Tosen Jordan (Summer)


Ratings: Betweener 4, Stadium 3, Parent 2

Summer Jordan specializes in Medium distance Tokyo races, a very common specialty. She’s
likely better on 2000m than 2400m, due to her evolved skills triggering on the final corner. Don’t
be intimidated by the conditions on her evolved skill, it’s just a wordy way of saying “not both
Tokyo and Medium.”

Bamboo Memory (Summer)


Ratings: Betweener 4+, Stadium 4, Parent 3

Summer Bamboo is a Short distance Betweener. She has good gambling skills and can make
use of things like Ruby gold and Cheer Halo unique. The sheer amount of acceleration she has
might be overkill, as acceleration quickly faces diminishing returns.

Katsuragi Ace
Ratings: Runner 4?, Stadium 2, Parent 1

Ace is specialized for Medium distance Tokyo races. For G1s, these are either 2000m or
2400m. I think it should carry over on both. She has Fortune built in and gets Groundwork when
she wins Japan Cup in Senior year. She also has access to Oonige, from winning 5 graded
races in Senior before Japan Cup (two extra races). It might be better to avoid evolving 踏ませ
ぬ影, as it gains a 3 lengths lead requirement. Then again, if two Oonige are in the race they’re
likely to both die anyway. Whether you want to take the risk for the extra speed is up to you – if
you’re even buying it in the first place.

Sirius Symboli
Ratings: Leader 4, Stadium 3, Parent 4

Sirius’s unique is an acceleration skill that activates at 800m remaining, which means it triggers
perfectly on 2400m tracks. It can also work on 2500m, but her golds are both for Medium. Her
unique also has a stronger version on 2400m tracks, but it also requires her to be top 3
popularity. Combined with the 3~5 placement requirement, she’s pretty inconsistent. Her unique
can be inherited on other Leaders on 2400m, such as Tokai Teio.

Agnes Tachyon (Summer)


Ratings: Leader 5, Stadium 5, Parent 3

Summer Tachy has a similar level of strength to Tokai Teio and specializes on Nakayama.
Nakayama G1s are 1200m, 2000m, and 2500m. Outside of Nakayama, she’s still strong when
her unique carries over. Though, the tracks where that happens also tend to be Christmas
Oguri’s strongest tracks, as she gets to use U=ma2 to improve her consistency. Her evolved
green requires more than 1200 Speed and Wisdom, so it might be hard to get the full effect as a
newer player on the longer distances.

Silence Suzuka (Summer)


Ratings: Runner 5 (Oonige), Stadium 5, Parent 3

Summer Suzuka does best as a Mid Distance Oonige. This is a little dangerous in Stadium
since if you run into another Oonige you’ll die. Her level 5 gold is basically Fortune Favours the
Fast for Mid Distance, you don’t need to get Fortune with her. She can also get Groundwork
from an event. Escape Artist and Tail built in makes it easy for her to keep the lead. She’ll run
into trouble with other Oonige, and NY Kita can often win from second place, but she’s still a
strong choice on tracks where her unique gets its full effect. Her unique could be inherited on
other Oonige in those tracks too.

Narita Top Road


Ratings: Leader 4, Stadium 3, Parent 2

Top Road is a good option as a Leader on Long Distance tracks, though you’ll want to get
Monster on her in CM situations. She’s outshone by other umas like Summer McQueen, but is
reasonably strong. In Stadium her green will activate most of the time but her unique is likely to
be inconsistent.
Gold Ship (French)
Ratings: Chaser 5, Stadium 4 (Mid/Long Chaser), Parent 2

French Golshi is meant to go on Longchamp 2400m, and all her skills are tailor-made for that
specifically. Accordingly, she is top tier on that track specifically (and only when it is bad
ground). On other tracks, she might be usable - specifically when both her awakenings work -
but, especially now that every other Chaser can get Shadow when needed, likely not top tier.

Satono Diamond (French)


Ratings: Betweener 4, Stadium 4 (Mid Betweener), Parent 4

French Dia is focused on Longchamp 2400m where her Mid Corners pink upgrade shines.
However, the other awakening is not good on that track, so it's hard to say she's truly top tier
even on the one track she is meant to be good in - she's only quite good, and there are many
other options. On other mid tracks, she is still pretty usable. Her unique provides midleg speed
for Betweeners and maybe Chasers, so it has its uses.

KS Miracle
Ratings: Leader 4?, Stadium 5, Parent 3

KS Miracle is usable on pretty much any Short/Mile track where leaders are good, where she
competes with other choices that have Fierce Competition as an awakening, like Camp Taiki. It's
hard to tell whether she will truly be top tier on any of these, but it's difficult to imagine her not
being, at the very least, really good. In Stadium, all her skills are very reliable.

Mejiro Ramonu
Ratings: Leader 4, Stadium 5, Parent 2

She is top tier or at the very least strong for mile tracks where leaders are good and above
average within the strat for mid. Her main weakness is that her speed skills could push her too
far forward of accel positions. Both of her awakenings and unique skill should be very consistent
for mile/mid Stadium. Her unique skill has speed carryover on 2400m and 2500m.

Tokai Teio (Autumn Festival)


Ratings: Leader 3, Stadium 5, Parent 2

Assuming you race Teio on tracks where she gets the stronger version of her unique, her overall
kit is middling. For stadium, she should be a consistent scorer. Her Fierce Competition evolve is
at a conflict of interest for 2400m and 2500m where there already exists reliable gold accel skills
(Check and Monster respectively). The long distance meta essentially requires leaders to stick
close to first, which this Teio doesn’t innately do better than other leaders, so the evolve in
theory seems to alleviate the lows of failing a Monster proc. It also requires 1000 base stamina,
which slightly lowers the value of having a recovery awakening for 2400m. The additional
current speed when her unique when inherited is basically nonexistent.
Kawakami Princess (Autumn Festival)
Ratings: Betweener 4, Stadium 5, Parent 2

The betweener strat itself has its shortcomings but for a betweener kit focused mainly for mid
distance, Kawakami is quite strong for someone who isn’t explicitly locked to 1 or 2 racetracks.
She has a midleg unique skill (at least for turf mile/mid) with a decent margin to activate
depending on track geometry, and very few uma have access to Top Gear and Supreme
Downhiller which, as of release, are only accessible as awakenings. Whether the additional
accel component of her evolved Supreme Downhiller can outperform leaders with Straight
Down on tracks with spurt starts on a downhill is something we’ll have to see in the future.

Tap Dance City


Ratings: Oonige 4, Stadium 4, Parent 1

Oonige is in general a bit difficult to pull off but she should be at her best in mid distance races
since both her awakenings and unique only work in first place, and on long there’s a lot you
have to compete against. If she can keep her spot in first throughout mid leg then she’s strong.
Don’t bother inheriting her unique.

Mejiro Palmer (Christmas)


Ratings: Oonige 3, Stadium 3, Parent 1

Arima Kinen is basically the only situation where you can get full potential out of Palmer. Any
long distance track outside of Arima Kinen for running oonige becomes questionable and there
aren’t many long Nakayama tracks in the stadium rotation to have consistent performance.

Mejiro Bright (Christmas)


Ratings: Betweener 5, Stadium 5, Parent 4

Her 7.5% recovery unique skill makes her perhaps the most consistent in long distance races
since it can activate at any point during mid leg. Both of her gold awakenings are consistent and
have notable evolves. If you can make her with 1200 stam, she becomes even better. The
slowdown from her unique remains the same when inherited so it’s really a matter of
consistency and availability when compared to similar inherits.

Satono Crown
Ratings: Betweener 3, Stadium 5, Parent 3

She has a bit of everything for mid distance. A final straight speed skill with a strong modifier, a
mid leg speed awakening, and an accel awakening which puts her above average. However,
there is a lot to compete against on 2200m and 2400m where above average won’t be enough
to cut it.
Cheval Grand
Ratings: Leader 3, Stadium 5, Parent 2

Her kit is alright as a generic mid distance leader who gets marginally better on 2400m distance
mid tracks. A mid leg unique with a slight heal, a stronger version of Heart and Soul, and a
version of Steady Advance which removes the distance from the lead requirement.

Kitasan Black (Anime)


Ratings: Runner 5, Stadium 5, Parent 1

This version of Kitasan on paper beats out her normal version and probably other long runners
purely by doing more and having what the others don’t. Two separate speed effects from her
unique on long tracks and two currently exclusive gold skills for awakenings locked to long
runners, one of which is an instant accel that runners were missing out on before her
implementation. It’s worth mentioning that unlike her normal version, this accel is an int check
meaning you will inevitably whiff it on occasion. Finally, you’ll need a decent runner deck since
she has none of the usual innate runner speed skills or Groundwork, and none of the
runner/long straight and corner skills even.

Nice Nature (New Year)


Ratings: Betweener 3, Stadium 4, Parent 2

For an uma release in 2024 she’s quite weak as her skill set looks like it’s two years late and
when considering the many uma who are also mid distance focused betweeners. The current
speed version of her unique basically normalises its effectiveness across all mid tracks but that
also means it won’t be effective on anything shorter distance and she’ll most likely be in an
unwinnable position if it activates on long.

Vivlos
Ratings: Betweener 3, Stadium 5, Parent 3

Yukino Bijin (Valentine)


Ratings: Leader 3, Stadium 5, Parent 3

Manhattan Cafe (Valentine)


Ratings: Chaser 5, Stadium 5, Parent 1

Duramente
Ratings: Chaser 4, Stadium 4, Parent 2

Transcend
Ratings: Runner 4, Stadium 4, Parent 1

Rhein Kraft
Ratings: Leader 4, Stadium 5, Parent 1

Daiichi Ruby (Ballroom)


Ratings: Betweener 5, Stadium 4, Parent 2

Daitaku Helios (Ballroom)


Ratings: Runner 5, Stadium 5, Parent 3

Winning Ticket (UAF)


Ratings: Betweener 4, Stadium 4, Parent 2

Sounds of Earth
Ratings: Betweener 3, Stadium 5, Parent 3

Yaeno Muteki (Samurai)


Ratings: Leader/Betweener 4, Stadium 4, Parent 2

Super Creek (Ninja)


Ratings: Leader 3, Stadium 5, Parent 1

Agnes Tachyon (Monocle)


Ratings: Leader 5, Stadium 5, Parent 3

North Flight
Ratings: Leader 5, Stadium 5, Parent 2

King Halo (Bride)


Ratings: Betweener 4, Stadium 4, Parent 2

Sweep Tosho (Bride)


Ratings: Chaser 4, Stadium 4, Parent 1

Jungle Pocket
Ratings: Betweener 5, Stadium 5, Parent 2

Dream Journey
Ratings: Chaser 4, Stadium 4, Parent 1

Most Recent Review (above)


Beginning Breeding Strategy

As a general rule the newest scenario mode will be the best for making parents because it’s
easier to maximise skill points and stats.

The priority for stat blues should be for stats you won’t directly train in a real run. Stamina is the
best blue to have when you need it but otherwise opt for Power since you want a lot of it in
every distance. The other three are situational, but Guts is a close third, followed by Wisdom
and Speed in some order depending on your cards and the distance.

Factors other than blues are nice, but not necessary, so we’re only focusing on blue factors
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 factors. A 9* Speed uma has a 3* blue Speed factor, and
both of her parents also have 3* blue Speed factors.

As you play through the game and raise umas, you’ll eventually end up with one that has a 2*
blue factor.

Raise umas with that uma as a parent, along with a rented 3* base uma. By “base,” I mean the
factors on the uma herself, disregarding her parents. When umas raised this way hit 2* factors,
you’ll obtain 7* umas, which will be quite capable parents.

If you hit a 3* factor while breeding this way, you’ll obtain an 8* uma. You can then use her and
a rented 3* base, and then any 2* factor 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 rented 3* base parent.
2. If that uma hits a 2* base factor, now you have a 7* total uma (45 stats).
3. Repeat until you hit a 3* base factor, now you have an 8* total uma (54 stats).
4. When doing runs, use your uma with a 3* base and rented 3* base parent.
5. Any 2* base factors now result in 8* umas.
6. Repeat until you hit a 3* base factor, now you have a 9* total uma (63 stats).
7. When doing runs, use your uma with a 3* base and a rented 3* base parent, or your
other 3* base uma.
8. Repeat until you hit a 3* base factor, now you have a second 9* total uma.
9. You can now raise umas with 18* total inheritance without using rentals.
10. Continue using rentals 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.

Specifically made parents are generally better due to race compatibility. Since higher
compatibility 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, compatibility will vary uma to uma, but race
compatibility 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 rental 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* Short Curren, then you can train a 2* Short Curren, then use her to
train a Taiki until the Taiki gets 3* Short. Then you’ll have an 8* Short inheritance you can use
while you try to get the 9* Short 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 Betweener, so I want to use uma with good Betweener uniques
and ones that have good compatibility with her.
Tokai Teio, Symboli Rudolf, and Oguri Cap all have very strong inherited uniques for
Betweeners, so those are the ones I’ll choose. Oguri Cap has the highest compatibility, so she’ll
be the base parent.

The next step is planning the pinks. Dober runs mainly in Mile and Mid Turf races, so the pinks
should be Mile or Mid 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 Runner
B.

We also want whites that could be useful. Betweener skills, Mid 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 rentals, 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 rental will have a 3* distance pink. Naturally, she’ll also
have a 3* blue and 3* Aoharu. Stamina is the blue I most want.

The process is then as follows:


● Optional: Raise Oguri Cap with someone and a borrowed Symboli Rudolf that has 3*
Stamina, 3* Aoharu, and 3* Mid representative factors.
● Optional: Repeat until Oguri Cap gets a good 2+* Blue and 2+* Pink
● Raise Tokai Teio with that Oguri and a borrowed Symboli Rudolf that has 3* Stamina, 3*
Aoharu, and 3* Mid representative factors.
● Repeat until receiving an Tokai Teio with 3* Stamina/Power/Int, a pink Mile/Mid/Turf
factor, and some amount of Aoharu. This is now a usable parent.
● Raise Oguri Cap with that Teio and a borrowed Symboli Rudolf that has 3* Stamina, 3*
Aoharu, and 3* Mid (or Mile if Teio received Mile) representative factors.
● Repeat until receiving an Oguri Cap with 3* Stamina/Power/Int, a pink Mile/Mid/Turf
factor (preferably matching), and some amount of Aoharu. This is now our good parent.
● Now we can keep alternating in order to get more cohesive pinks or more Aoharu, or
move on to another project.
As you may be able to imagine, this sort of thing will take many dozens of runs to achieve. You
can settle with 2* blues if the other factors are good and then improve them later.
Parents to Try Making
Distance-Specific Parents
● These are the most useful since raising a distance aptitude to S gives the greatest
benefit compared to surface and strat
● Use your own uma that has a 2 or 3 star distance pink and borrow an uma with 3 star of
the same distance. Breed until you receive a 2+ star pink of the same distance and an
acceptable blue or other factors.
● Do this for each distance to get a 7+ star uma for each distance. If the base uma ends
up with a 2* pink, it will be a 25-30% chance of inheriting S with it, or if it has a 3* pink, a
35-40% chance.
Dirt Parent
● This is useful for fixing aptitudes for uma you might want to use in Dirt.
● Getting an S in Distance is better than an S in Surface, so we want the Dirt factors on
the grandparents and a Mile factor on the parent, as parent factors are more likely to
trigger.
● Use your own uma that has 2-3* Dirt pink and borrow someone with 3* Dirt. Breed until
you receive an uma with 3* Mile. (You can also go for 3* Mid if you believe there will be a
Mid Dirt CM) Getting a Dirt pink is also fine and will let you use more Mile elsewhere.
● The chance of getting S Mile will be 20% and the chance of S Dirt will be 15-20%. With
two parents like this, you can raise any uma with an E Dirt aptitude up to A with a chance
of S.
Chaser Parent
● Useful for when chasers are good i.e. where spurt start is very near or on a straight.
Most of the cards that give Straight Shot are bad or difficult to use, so it’s ideal to inherit.
● You want Cheer King for her accel unique on Short and certain Mile tracks, and generic
strong final leg speed uniques or Healer Grass/Sakura Laurel for Long.
● Use SSR Power Amazon which gives Imminent Shadow. Also try to have parents and
grandparents with the factor.
Betweener Parent
● As above, you can use Turf pinks to make a general parent, or make multiple with
different distances.
● The grandparents should ideally be uma with strong final leg speed uniques such as
Oguri Cap and Symboli Rudolf. Another option that is generically useful is normal
Special Week since it works on every distance. The parent should be Mejiro Ryan or
Mejiro Dober if you have her.
● Aim for the skills Overflowing Passion and Big Fan which ideally put you ahead of the
pack during the early stage of races.
7-9 Star Strategy Parent
● These are mainly for uma who have a D or lower aptitude in strategies that are favour
depending on the track.
● Having a full strat parent can free up your rental slot options since you aren’t heavily
reliant on a set mix of pinks for your second slot.
PvP - Stadium

Format
PvP in this game starts as a series of five 1v1 races, but as you progress, it advances to a
series of five 3v3 races following the weekly promotions. Whoever has an uma place first in the
category wins that category. You win the match if you win 3 out of 5 categories or more.

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 Short, Mile, Medium, Long, and Dirt. The Dirt races have
Mile distances. There will never be a Short or Mid Dirt race in Stadium.

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 position,
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 “Nice Position” bonus points
make it desirable to have each uma on a team using a different strategy.

Short
There aren’t any options for umas here, but the strategies are a bit flexible.
Runner/Leader - Sakura Bakushin O
Leader/Betweener - Air Groove (inherit Short Distance aptitude)
Betweener/Chaser - King Halo

Mile
With the umas we’ve been forced to use for Short and Dirt, we’re left with few options for Mile.
Runner - Twin Turbo
Leader - Vodka
Betweener - Grass Wonder

Medium
Daiwa being a Runner isn’t ideal, but it’s the best option to avoid duplicating strategies.
Runner - Daiwa Scarlet
Leader - Agnes Tachyon
Betweener - Winning Ticket / Mejiro Ryan

Long
Stamina is the most important in long, so we prioritize umas with a stamina bonus for this.
Leader - Super Creek
Betweener - Matikanefukukitaru / Matikane Tannhauser
Chaser - Gold Ship

Dirt
Also no options here. Dirt races are always Mile in PvP.
Runner - Mayano Top Gun (inherit Dirt and Mile aptitude)
Leader - El Condor Pasa (inherit Dirt aptitude)
Betweener/Chaser - Haru Urara (inherit Mile aptitude)

Raising Mayano Top Gun’s aptitude is the most challenging part of this, and is 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 runner for Long/Medium.
Promotion / Demotion
On the main screen for PvP, you’ll see something like this.

The golden number in the center (139,709) is your placement in your class. The number below
that (492,847) 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.

Promotion/demotion happens on a weekly basis, at the daily reset on Monday JST.

Items

From left to right:


- Sets friendly umas’ mood to max (+4% to all stats)
- Weather is changed to be sunny for all races (good ground likely)
- Weather is change to be rainy for all races (bad ground likely)
- All friendly umas start in the first three gate blocks
- All friendly umas start in the last three gate blocks (gives a small speed boost)
The latter four items are mainly useful if you have green skills that are specific to those
conditions, while the sundae is useful for improving performance in general.
What Uniques to Inherit
For the most part, uniques are not consistent enough to be worth taking in Stadium, aside from
Summer Goldship who can be inherited on everyone for more consistent gold activations. But,
here are some other options for each distance/strategy.

Runner Leader Betweener Chaser

Short V.Bourbon Fine Motion Agnes Digital Agnes Digital


Maruzensky Nishino Flower Oguri Oguri
Mejiro McQueen Maruzensky

Mile V.Bourbon Fine Motion Agnes Digital Agnes Digital


Seiun Sky Maruzensky Oguri Oguri
Maruzensky Nishino Flower

Mid V.Bourbon Fine Motion Symboli Rudolf Symboli Rudolf


Seiun Sky NY Opera Agnes Digital Agnes Digital
S.Maru Maruzensky NY Opera NY Opera

Long V.Bourbon Fine Motion Symboli Rudolf Symboli Rudolf


S.Maru NY Opera Agnes Digital Agnes Digital
Kitasan Black Maruzensky NY Opera NY Opera
Stadium Race Frequencies
https://vtuberstart.com/umamusume-kyogijo

Short
1000m: 8%
1200m: 54%
1400m: 38%

Core Distance: 50%


Non-Core Distance: 50%

Clockwise: 52%
Counter-clockwise: 43%
5% have no corners.
Tight turn tracks: 29%

Uphills: 12/18 (7 before spurt)


Downhills: 10/18 (all before spurt)

Most common locations: 新潟, 阪神, 中京

Mile
1500m: 5.3%
1600m: 36.7%
1800m: 58%

Core Distance: 43%


Non-Core Distance: 57%

Clockwise: 70%
Counter-clockwise: 30%
Tight turn tracks: 29%

Uphills: 15/17 (11 before spurt)


Downhills: 13/17 (all before spurt)

Most common locations: 京都, 中山, 札幌


Mid
2000m: 62.6%
2200m: 20%
2300m: 4.7%
2400m: 12.7%

Core Distance: 73%


Non-Core Distance: 27%

Clockwise: 52%
Counter-clockwise: 48%
Tight turn tracks: 19%

Uphills: 17/22 (all before spurt)


Downhills: 15/22 (all before spurt)

Most common locations: 新潟, 東京, 京都


Longchamp 2400m does not appear in the track rotation.

Long
2500m: 18%
2600m: 37.3%
3000m: 16.7%
3200m: 8%
3400m: 10.7%
3600m: 9.3%

Core Distance: 19%


Non-Core Distance: 81%

Clockwise: 79%
Counter-clockwise: 21%
Tight turn tracks: 33%

Uphills in 2500~2600: 6/7 (all before spurt)


Downhills in 2500~2600: 4/7 (all before spurt)
Uphills in 3000+: 6/6 (all before spurt)
Downhills in 3000+: 6/6 (all before spurt)

Most common locations: 東京, 京都, 中山


Dirt
1600m: 25%
1700m: 25%
1800m: 50%

Core Distance: 25%


Non-Core Distance: 75%

Clockwise: 50%
Counter-clockwise: 50%
Tight turn tracks: 43%

Uphills: 9/16 (8 before spurt)


Downhills: 8/16 (all before spurt)

Most common locations: 船橋, 盛岡

Other Qualities
Seasons
Spring: 40%, Summer: 22%, Fall: 12%, Winter: 26%

Weather
Sunny: 58%, Cloudy: 30%, Raining: 11%, Snowing: 1%

Track Condition
Good: 77%, Slightly Heavy: 11%, Heavy: 7%, Bad: 5%

Nocturnal cannot activate since all races take place during the day.
Exchange Races cannot activate.
Mobs in Short, Mile, and Dirt do not have Lone Wolf. There is an 80% chance a mob has it in
Mid and Long.
PvP - Champion’s Meeting

Champion’s 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. Shown
above is the reward for coming in first in the Graded League’s A Group, to motivate you.

You can use this site to simulate the specific track. http://race.wf-calc.net/#/champions-meeting

Brackets

There are two different brackets in Champion’s Meeting, the Grade League and the Open
League. In the Grade League (right, red button), you can use any uma. In the Open League
(left, green button), you can only use umas that are A+ or worse. After the tournament starts,
you can’t change your decision.

The rewards in the Grade 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 UF rank umas, the Grade League is likely the better
choice, as long as you follow the recommendations here.
Tips for Open League
● During round 1, you will need to win 5 races in that set to break even on the jewels you
spent to race.
● The max score an A+ uma can be is 14,499 before becoming S rank.
● You should (almost) always aim for 1200 speed and enough stamina to run a full spurt.
● Avoid excessively overcapping speed, a few points over 1200 is acceptable.
● Your score should generally be composed of 10500-12000 in stats and 2500-4000 in
skills.
● CM races take place on one race track with set conditions so your skill choices should
pertain to those conditions, and only to one distance type and one running style
● The score for each learned conditional skill is the same for aptitudes of S and A ranks
but will be lower if that aptitude is lower than A.
● Most inherited unique skills have a lower score than most generic and conditional white
skills.
● Double circled skills are very score efficient.
● Avoid levelling up your uma’s unique skill whenever possible during training, and avoid
raising an uma’s star level as that will permanently raise it by one level for each star past
three stars.
● Be conscious of how your stat pacing is during senior year, specifically before summer
training and near the end of the year so you can give yourself some space to either cut
back for a few turns or continue training normally.
● The jump in ranking from each letter grade for one specific stat compounds greatly. In
other words, 1 point increase at 1100 has more impact on rating than at 600, so being
within the bounds of a lower letter grade is recommended.
● All final race values are floored.
● Evolved awakening skills will contribute a larger amount of score so make sure the
upgrade is worth it. They follow a general pattern but there are exceptions.
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.

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.

Uma Win Rate Stats


After you’ve done a set of races, you’ll be able to see all your umas’ win rate stats. You can also
see these before a race by clicking on the booklet icon in the top left.
Popularity
This is the game’s way of evaluating an uma’s strength, although not entirely indicative, and is
analogous to race betting odds. The basic explanation is that larger relative differences in stats
make you more popular, so the more the better if you want a high popularity. The information in
this section is based on this.

The symbols from best to worst are ◎, ○, ▲, △. Symbols are only given to the top 5 in
evaluations, △ is the only symbol that is shown twice.

Popularity scores are calculated as such.

0.5
𝐿𝑒𝑓𝑡 𝑠𝑦𝑚𝑏𝑜𝑙 = ϕ𝑆𝑝𝑒𝑒𝑑(𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑠𝑝𝑒𝑒𝑑 × ϕ𝐺𝑢𝑡𝑠(𝐺𝑢𝑡𝑠) )
0.8 0.6
𝑀𝑖𝑑𝑑𝑙𝑒 𝑠𝑦𝑚𝑏𝑜𝑙 = ϕ𝑆𝑡𝑎𝑚(𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑠𝑡𝑎𝑚 × ϕ𝐺𝑢𝑡𝑠(𝐺𝑢𝑡𝑠) × ϕ𝑊𝑖𝑠𝑑𝑜𝑚(𝑊𝑖𝑠𝑑𝑜𝑚) )
0.6
𝑅𝑖𝑔ℎ𝑡 𝑠𝑦𝑚𝑏𝑜𝑙 = ϕ𝑃𝑜𝑤𝑒𝑟(𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑝𝑜𝑤𝑒𝑟 × ϕ𝑤𝑖𝑠𝑑𝑜𝑚(𝑊𝑖𝑠𝑑𝑜𝑚) )

ϕ𝑠𝑡𝑎𝑡 = 50 + 10(𝑠𝑡𝑎𝑡 − µ𝑠𝑡𝑎𝑡) ÷ σ𝑠𝑡𝑎𝑡


σ𝑠𝑡𝑎𝑡 = 𝑠𝑡𝑎𝑛𝑑𝑎𝑟𝑑 𝑑𝑒𝑣𝑖𝑎𝑡𝑖𝑜𝑛 𝑜𝑓 𝑠𝑡𝑎𝑡 µ𝑠𝑡𝑎𝑡 = 𝑚𝑒𝑎𝑛 𝑜𝑓 𝑠𝑡𝑎𝑡
Scaled to have a mean of 50 and a standard deviation of 10, aka T-Score (偏差値).

𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑠𝑝𝑒𝑒𝑑 = (𝑆𝑝𝑒𝑒𝑑 + Σ𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑠𝑝𝑒𝑒𝑑 𝑠𝑘𝑖𝑙𝑙 𝑣𝑎𝑙𝑢𝑒𝑠) × 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 𝑎𝑝𝑡𝑖𝑡𝑢𝑑𝑒 × 𝑚𝑜𝑜𝑑
𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑠𝑡𝑎𝑚 = (𝑆𝑡𝑎𝑚 + Σ𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑠𝑡𝑎𝑚 𝑠𝑘𝑖𝑙𝑙 𝑣𝑎𝑙𝑢𝑒𝑠) × 𝑚𝑜𝑜𝑑
𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑝𝑜𝑤𝑒𝑟 = (𝑃𝑜𝑤𝑒𝑟 + Σ𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑝𝑜𝑤𝑒𝑟 𝑠𝑘𝑖𝑙𝑙 𝑣𝑎𝑙𝑢𝑒𝑠) × 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 𝑎𝑝𝑡𝑖𝑡𝑢𝑑𝑒 × 𝑠𝑢𝑟𝑓𝑎𝑐𝑒 𝑎𝑝𝑡𝑖𝑡𝑢𝑑𝑒 × 𝑚𝑜𝑜𝑑

𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑 𝑠𝑡𝑎𝑡 𝑠𝑘𝑖𝑙𝑙 𝑣𝑎𝑙𝑢𝑒 = 𝑆𝑡𝑎𝑡 𝑣𝑎𝑙𝑢𝑒 𝑜𝑓 𝑡ℎ𝑒 𝑠𝑘𝑖𝑙𝑙 × 𝐴𝑐𝑡𝑖𝑣𝑎𝑡𝑖𝑜𝑛 𝑟𝑎𝑡𝑒
𝐴𝑐𝑡𝑖𝑣𝑎𝑡𝑖𝑜𝑛 𝑟𝑎𝑡𝑒 𝑓𝑜𝑟 𝑤𝑖𝑠𝑑𝑜𝑚 𝑐ℎ𝑒𝑐𝑘 𝑠𝑘𝑖𝑙𝑙𝑠 = 1 − 90 ÷ 𝑊𝑖𝑠𝑑𝑜𝑚
𝐴𝑐𝑡𝑖𝑣𝑎𝑡𝑖𝑜𝑛 𝑟𝑎𝑡𝑒 𝑓𝑜𝑟 𝑢𝑛𝑖𝑞𝑢𝑒 𝑎𝑛𝑑 𝑔𝑟𝑒𝑒𝑛 𝑠𝑘𝑖𝑙𝑙𝑠 = 1

For example, Archline Professor’s adjusted speed skill value at 1200 wisdom is 55.5.
Guts and wisdom skill values are not reflected in the evaluations.

How final popularity is calculated concretely is still not fully understood but there are a few more
factors to it.
● There is a bonus for having any symbol displayed. The differences between the symbols
◎、○、▲、△ are not that large but it's important that you have one.
● Popularity values over 70 give a large bonus.
● The effect of values that fall between the range of 55 and 70 largely drops off (within this
includes a lot of guessing), so your other evaluations that approach 55 or are over 70 will
have a greater impact.
● Total popularity is the sum of the function of the three evaluations.

Graph of the function of popularity values.

Manipulating Popularity
The important concepts to understand are averages and deviation. For a high popularity you
want stats that are above average, and below for lower popularity. The average stat line of an
uma is relative to a single race but you should think about the stats that people want, how much
of it they want, and what’s realistically achievable to the average player i.e. how much they can
train it. There is no clear cut answer but if you assume everyone can achieve the same amount
of speed, stamina, and power, then guts and wisdom are the stats you should pay attention to.
Guts and wisdom are used twice for separate calculations in the evaluations as well. Here are
my thoughts for each stat.

Speed
Anyone training a real racer will train speed and usually with the goal of reaching the latest
scenario’s hard cap. Large deviations should be quite impactful since the left symbol is mostly
based on speed.

Stamina
The only incentives for having extra stamina are a safety net for kakari and the compete before
spurt mechanic. Most people will hover around a given number that is the minimum amount for
a full spurt. For tracks where both stamina and guts decks are viable, stamina has generally
been favoured by popularity. Training stamina gives a bit of guts, while training guts gives a bit
of speed and power, which are what training speed gives.

Power
The general goal for all situations has been 1200. Training speed a bunch of times and
inheriting power will usually net you around this amount. Achieving a high amount of power in
most cases necessitates a sacrifice in at least one other stat either by replacing a would be guts
or stamina card slot with a power card.

Guts
Guts is very difficult to raise without directly training guts. Training stamina gives guts but it’s
merely a byproduct so the difference is usually seen through card strength, stat inherits, or
growth bonuses. If you aren’t willing to sacrifice wisdom, guts is the next choice.

Wisdom
The goal is 1200 but most people are willing to sacrifice a bit of it since wisdom is essentially the
RNG stat, which makes it the best stat for manipulating. There isn’t a hard number you can pin
to wisdom that will always make a difference in a race such as a difference in speed or power.
What most people care about are their skill outcomes; either they activate or they don’t.
Basically, you can’t see what a 1% difference in wisdom checks looks like. If most people want
1200, but are willing to settle for less, the relative differences could heavily swing in your favour
e.g. the stat difference between 1700 vs 1600 speed and 1300 vs 1200 wisdom is both 100 but
wisdom is proportionally larger.

Analysing 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. There are images online of all the races. To find them,
google “TrackName 断面図”. As an example, let’s look at the Takamatsunomiya Kinen, a simple
track that has a few interesting things. This ended up being the January CM.

The triangles show the direction of the track. This one is read left to right.

The green represents the track’s elevation. This track has one really long downhill. It has an
uphill at the very end. You can confirm by checking the race in the simulator, as some shallow
slopes won’t count as hills. See the How Races Work section for how to read it.
One of the most important aspects of tracks is whether the last spurt starts on a corner or not.
The last spurt will start at (Track Length / 3)m remaining. This track is 1200m, so the spurt starts
at 400m. We can see in the image that the 400m mark starts on a straight. 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. Same
for Seiun Sky, Taiki Shuttle, and so on. El Condor Pasa’s unique triggers on the final straight, so
it’s very good. Narita Taishin’s 迫る影 skill is also strong. Umas like 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.

Since the first uphill happens shortly into the last spurt, the acceleration from 登山家 is very
strong, while じゃじゃウマ娘 is useless (not that you’d take a recovery on a 1200m track). 十万バ
リキ is a speed skill on uphills, so it triggers too early here. If the hill was later (or in the middle of
the track), 十万バリキ would be better and 登山家 bad.

There are two straights, so straight skills will activate on the final leg half of the time. If this was
a longer track where you needed the recoveries, that would make things like Vodka’s 好転一息
or McQueen’s クールダウン very inconsistent.
G1 Track Spurt Starts
This shows where the spurt starts on each G1, which is what Champion’s 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. Check the Uma Musume Tier List for umas that work under these conditions.

Short
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

Mid
Nakayama 2000m (Hopeful Stakes, Satsuki Sho) - Corner
Kyoto 2000m (Shuuka Sho) - Downhill + Corner, Final Corner shortly after
Tokyo 2000m (Tenno Sho Aki) - Late Final Corner
Hanshin 2000m (Osaka Hai) - Corner, Final Corner shortly after, inconsistent Downhill
Kyoto 2200m (Queen Elizabeth 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 Haru) - 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

Straight: 23.3%; Final Straight 13.3%


Corner 76.7%; Final Corner 63.3%, Early 30%, Late 10%, Very Late 23.3%
How to Win
The biggest factor for winning is acceleration. Acceleration is extremely powerful when it triggers
at a good time. For example, a 3s duration gold speed skill on 1600m would give a gain of
1.68m. Seiun Sky’s unique skill gives a gain of 10.3m. Thus, the meta revolves around what
umas have good acceleration skills.

You should also strive for an S aptitude in the distance, as it gives +10% Speed. This helps
Runners maintain their lead and helps the other strategies catch up. Speed greens are also
useful for the same reason.

Building Runners
Fortune Favours the Fast is a key acceleration skill for Runners. It gives you acceleration right
out of the gate, allowing you to quickly take the lead. Having either it or Groundwork is
mandatory, but Groundwork is much harder to get and requires 3 other gate skills, such as
Focus or greens.

Seiun Sky’s unique is the other key acceleration skill. It works when the last spurt starts on a
corner. It’s practically mandatory when the track fits. 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, Mile/Runner Corner, Summer Maruzensky’s unique, Hold Your Tail High, Escape
Artist, and so on.

All Mid 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.

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.

Defeating Runners
Runners must be first in order to use Seiun Sky’s unique. If they activate it, it becomes much
harder for other strategies to catch up to them. If it’s Seiun Sky herself and not someone using
an inherited version of her unique, it’s extremely difficult.

This is where Seiun covers come in. This type of uma doesn’t try to win, it just tries to stop the
other 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.

Suzuka is the best choice for this, as she can use the Oonige strategy which is basically
designed for this role. Summer Maruzensky is also 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.
Building Leaders
All of Leaders’ good acceleration skills are on the Final Corner or Final Straight.

If the last spurt starts just before the final corner or early into it, then Maruzensky’s unique will
be useful for accelerating. This was the case in the Taurus Cup and Scorpio Cup. If it’s late into
the final corner, then Taiki Shuttle and Nishino Flower’s uniques are 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. This was the case in the Cancer and Capricorn Cups.

Leaders also have an acceleration skill for downhills, but we have yet to see a CM that has a
downhill in a good position for the skill. These are on Kyoto Mid tracks.

Building Betweeners
Betweeners are a big dice roll. They have a lot of acceleration skills, but none of them are really
consistent. As such, the strategy is simply to take as many as possible and hope one of them
works.

The general accelerations are Switch-up Pro, Mejiro Ryan/Dober’s unique, Non-stop Girl, and
the Power Aoharu skill. Switch-up Pro 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).
Non-stop Girl and the Power Aoharu skill can both come from the Aoharu 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 Betweener 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 (Bride) 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 Big Strides, which you can get from
the Oguri Cap SSR. Vodka also has it at level 5. For Dirt, there’s Aim For The Front Row from
the Agnes Digital card. In Mid, there’s Rise from the Ashes.

Building Chasers
Chasers have a lot in common with Betweeners. You can mostly refer to that section, though
they can’t use Switch-up Pro.

In exchange, they get Straight Shot / Imminent 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. This was the case in the Gemini Cup, Cancer Cup, and Libra Cup. 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 distances 2400m or above. For a list of good debuffers, see the tier list.

Each gold stamina debuff lowers stamina by 3%, with whites lowering it by 1%. On Mid
distance, Nice Nature could lower the stamina of a certain strategy 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 “Faltering” 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. Wisdom 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 Runner and Betweener).

See the Debuff Builds section for more details.

Building Christmas Oguri


Christmas Oguri is so unique she gets her own section. Her unique has acceleration, and it
triggers after using three recoveries. So, you can decide where to activate her unique based on
the recoveries you bring. High Wisdom is very important for her consistency.

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 mids, you could also make her a Chaser and use a
downhill recovery. If there’s an uphill, you can be a 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 Leader. If it’s the final corner, you can use Ready, Steady,
Go! (Urara unique) as a Betweener or Chaser.

When nothing else works, you can gamble by having all three of your recoveries be
phase_random, eg Race Planner, Big Eater, Aoharu Stamina, and Super Creek unique, or you
can use Drain for Rose (Halloween Rice unique) as a Leader.

As a Betweener, A Little Break 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 strategy, 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.

Base: 207.46m over 9.43s


White Accel: 213.50m (+6.04m) - also inherited accel unique
Gold Accel: 216.62m (+9.16m) - also non-inherited accel unique
White Speed: 208.84m (+1.38m) - also inherited speed unique
Gold Speed: 210.63m (+3.17m) - also speed unique
Dual Unique: 216.61m (+9.15m) - 211.43m (+3.97m) when inherited

The math will be on the next page. 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 Betweener McQueen was viable due to her unique’s speed carry-over.
MATH
Base Speed: 20m/s
Top Speed: 24m/s
Base Accel: 0.424m/s/s (1000 Power)

Time = (Top Speed - Base Speed) / Acceleration


Base Time = (24 - 20) / 0.424 = 9.43s
Distance with linear acceleration = 0.5 * Time * (Top Speed + Base Speed)
Distance = 0.5 * 9.43 * (24 + 20) = 207.46m

White accel is +0.2 accel


White Accel Time = (24 - 20) / 0.624 = 6.41s
Distance = 0.5 * 6.41 * (24 + 20) = 141.02m
Top Speed Time = 9.43 - 6.41 = 3.02, times 24 = 72.48m
Total = 213.5m, difference = 6.04m

Gold accel is +0.4 accel


Gold Accel Time = (24 - 20) / 0.824 = 4.85s
Distance = 0.5 * 4.85 * (24 + 20) = 106.7m
Top Speed Time = 9.43 - 4.85 = 4.58, times 24 = 109.92m
Total = 216.62m, difference = 9.16m

White speed skills are +0.15 speed


White Speed Time = (24 - 20.15) / 0.424 = 9.08s
Distance = 0.5 * 9.08 * (24 + 20.15) = 200.44m
Top Speed Time = 9.43 - 9.08 = 0.35, times 24 = 8.4m
Total = 208.84m, difference = 1.38m

Gold speed skills are +0.35 speed


Gold Speed Time = (24 - 20.35) / 0.424 = 8.6s
Distance = 0.5 * 8.6 * (24 + 20.35) = 190.71m
Top Speed Time = 9.43 - 8.6 = 0.83, times 24 = 19.92m
Total = 210.63m, difference = 3.17m

Dual uniques are +0.25 speed and +0.3 accel


Dual Unique Time = (24 - 20.25) / 0.724 = 5.18s
Distance = 0.5 * 5.18 * (24 + 20.25) = 114.61m
Top Speed Time = 9.43 - 5.18 = 4.25, times 24 = 102m
Total = 216.61m, difference = 9.15m

Inherited Dual Unique Time = (24 - 20.05) / 0.524 = 7.54s


Distance = 0.5 * 7.54 * (24 + 20.05) = 166.07m
Top Speed Time = 9.43 - 7.54 = 1.89, times 24 = 45.36m
Total = 211.43m, difference = 3.97m
Recovery Consistency
The Champion’s Meeting recommendations will list required stamina based on the number of
recoveries, but it assumes those recoveries activate. Here’s the chance of that happening based
on your Wisdom stat and how many recoveries you have.

300 400 500 600 700 800

1 Gold Recovery 70.0% 77.5% 82.0% 85.0% 87.1% 88.8%

1 of 2 Gold Recoveries 91.0% 94.9% 96.8% 97.8% 98.3% 98.7%

2 Gold Recoveries 49.0% 60.1% 67.2% 72.3% 75.9% 78.9%

2 of 3 Gold Recoveries 78.4% 87.1% 91.4% 93.9% 95.4% 96.5%

2 of 4 Gold Recoveries 91.6% 96.2% 98.0% 98.8% 99.2% 99.5%

3 Gold Recoveries 34.4% 46.5% 55.1% 61.4% 66.1% 70.0%

3 of 4 Gold Recoveries 65.2% 78.0% 84.9% 89.0% 91.7% 93.6%

4 Gold Recoveries 24.0% 36.1% 45.2% 52.2% 57.6% 62.2%

4 of 5 Gold Recoveries 52.8% 68.5% 77.8% 83.5% 87.3% 90.0%


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.

Supporters
Debuffers - Fairly obvious, using an uma to lower your opponents’ speed or stamina. On Short
or Mile tracks, this will usually be a Speed debuffer. On Mid or Long, they can also debuff
Stamina. Chasers are usually best for this in Short or Mile and Betweeners in Mid or Long, but
you can also use a Runner Debuffer to motivate your carry Runner.

Sacrificial Runner - If you’re using umas who need to pass someone, you can use a 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 Runner built around preventing her from
using her unique. This involves getting 1200 Power and 1200 Int while ignoring Speed or
Stamina. Stack up on mid-leg skills to try to take and keep the lead.

Unusual Strategies
Urara + McQueen
This strategy has fallen out of favour for a while but remains as an example of manipulating the
game’s mechanics.

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
Betweener or Chaser.

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
Monopolizer to additionally debuff the enemies’ speed.

This also ruins some Chaser-specific skills and makes them impossible to activate, like
仕掛け抜群 (Master Trickster) and 眠れる獅子 (Sleeping Lion).

Oonige Tech
Oonige, otherwise known as Great Escape, can obviously be used to prevent other Runners
from using Seiun’s unique in Short/Mile. However, they also have some interesting uses in
longer tracks.
In Long Distance, it’s very easy to overtake an Oonige uma. If you use Kitasan Black along with
an Oonige like Suzuka, then Suzuka being in front for the first half of the race will make Kitasan
try harder, extending her lead. Kitasan will then overtake Suzuka and act as normal with a good
advantage. Of course, it also makes other Runners stronger at the same time.

This doesn’t work as well in shorter distances because it’s hard to overtake the Suzuka and your
Runner ends up not being able to use Seiun’s unique. In these cases, it’s actually making the
Chasers stronger. In Mid it’s hit or miss, as Suzuka can sometimes be strong enough to not be
overtaken.

Danger Avoidance + Position Sense


With the anniversary buffs, lane movement skills now also increase your target speed, but only
while changing lanes. Danger Avoidance is a lane movement skill for Runners that triggers
immediately and forces a major lane change. If Position Sense stacks with it, you go very fast.
League of Heroes
League of Heroes is another monthly PvP event like Champion’s Meeting. Overall, the way you
build for it is extremely similar, so the rest of the advice in this section applies. However, you get
points for each uma’s placement, so umas like debuffers or sacrificial Uraras that don’t place
highly aren’t a good idea for the most part. For more detailed information on how exactly the
event works, check Gametora’s guide.

You get an uma-specific title for reaching Platinum while using that uma. Reaching Platinum is
not very hard. If that’s your only goal, your Stadium umas will often be good enough for it. You
can do this repeatedly for the same uma to acquire stars on the title, which is a good way to
show your love for a specific uma.

The main event lasts for 6 days, with 5 tickets per day. You can use each item 3 times per day.
Entries don’t cost tickets until you reach Silver, at which point you’ll start with 4000 points. With
30 total runs, here’s how you’ll end up based on your performance:

Average Placement Total Points Ending Rank

1-2-3 (200 pts) 34000 Platinum IV

2-3-4 or 1-5-6 (130 pts) 23500 Platinum II

4-5-6 (60 pts) 13000 Gold III

There are a few optimizations you can do. The simplest thing is to save 5 tickets each day. So,
on day 1, don’t do any runs. Then on day 2, do 5 runs (use sundaes for 3 of them). Repeat until
day 6 when you’ll use all 10. Doing it this way will give the other players time to rank up,
creating a gap between the strong and weak players, making your matchups easier overall.
Once you reach Platinum, the matchmaking seems to pair you with any other Platinum player,
but below that you’ll see a lot of A~S rank umas if you save tickets. Theoretically, doing them
later in the day will also contribute to this.

In Stadium, the NPCs have Lone Wolf and Sympathy, with the rate increasing the longer the
distance. I can’t find any confirmation whether they have these in LoH though.

Since it’s a 12 uma race, you have a 25% chance of being in the inner gates and a 50% chance
of being in the outer gates. Lucky Seven is a 16.6% chance. You could get the greens for one of
the gates and use the pool balls to force it on three runs, but the inner gate one is just Wisdom
and being in the inner gates tends to be preferred for Runners. Making multiple teams to take
advantage of different items is surely not worth it.
Monthly Match

This event spans over the course of one month with a set of fixed race conditions (weather,
ground condition, and time are randomised) across 5 different categories, called Regular Races,
that change on a weekly basis. Each race consists of 12 uma and as you progress through
classes 1 through 5, the number of player trained opponent uma will increase to a maximum of
11. Opponents are chosen based on class numbers near your current class.

Regular Race entries consume RP, weekday entries have a daily 3 free entries, weekends have
5 free. If an uma’s distance aptitude corresponding to the chosen regular race distance is at
rank A, it will automatically be raised to S for the race.

Motivation is randomised below class 8 and fixed to max motivation otherwise. Race items can
only be used below class 8.

Class points are acquired or deducted based on placement and strength of your opponents.
Class points will not be deducted below class 7 and you cannot derank in class from these
deductions. Class rewards are based on your highest class of the 5 race categories. Your class
rank will be reset to class 7 at 0 points at the end of the week if you achieve a class between
7-10. The status of your class and points will remain the same for all classes below 7. The
rewards for achieving classes 8-10 will also reset.

Weekend points can only be acquired from Regular Race entries during the weekend challenge
period. The limit of weekend points you are able to accumulate is based on your highest class.
Weekend points do not carry over the following weekend.

The Finale Race is a one time race based on the category of your highest class rank during the
last week of the Monthly Match period. The race conditions are the same as a class 8-10
Regular Race, A to S rank distance aptitude, max motivation, and no ability for race items.

Support card rentals become available during the Monthly Match period which occupies one of
the five personal slots in your deck and can be found under the rental tab in the support
selection screen. All support card rentals are in their max limit break and level state, its selection
limited to the list of cards in the support exchange shop, with a daily maximum of 3 uses.
July Recommendations

Gametora Racetrack Viewer Link

Double outsourced guide


Uma Recommendations

Runners:
Card Borrow:
Uniques:

Leaders:
Card Borrow:
Uniques:

Betweeners:
Card Borrow:
Uniques:

Chasers:
Card Borrow:
Uniques:
CM Skill Rankings
For distance skills, they will be marked with RLBC, for Runner Leader Betweener Chaser, to
show which can make ideal use of the skill. If they’re in parentheses, it will be considered Okay.
So, (R)LB would mean it’s Okay for Runners, Good for Leaders/Betweeners, and Bad for
Chasers. You can compare the SP efficiency in this spreadsheet.

Generic Orange Skills


Consistent and Good
Slipstream - スリップストリーム
Hold Your Tail High - 尻尾上がり
Groundwork - 地固め * For Runners only
Concentration - コンセントレーション * For Runners only - other strats get very little out of it
Playtime’s Over! - 遊びはおしまいっ!
Big Fan - ウマ好み / Uma Mania - ウママニア * For Runners only
Clever Cornerer - コーナー巧者○ / Archline Professor - 弧線のプロフェッサー
Straight Skill - 直線巧者 / Like The Wind - ハヤテ一文字
Up the Pace - ペースアップ / Now I’m Pumped! - アガッてきた!* For non-Runners only
Aoharu Speed - アオハル点火・速 / アオハル燃焼・速
Questionable Strategy - あやしげな作戦 / Gamester - 博打うち

Okay
Last Leg - 末脚 / Heart and Soul - 全身全霊
Glittering Star - 綺羅星 / The First Star - 一番星
Improvise - 臨機応変 / Magician of the Lane - レーンの魔術師

Inconsistent but Strong


Aoharu Power アオハル点火・力 / アオハル燃焼・力
Aoharu Guts - アオハル点火・根 / アオハル燃焼・根

Track Dependent
Slight Detour - 垂れウマ回避 / Non-stop Girl - ノンストップガール * For non-Runners only
● Good when the final corner starts after spurt start
These are inconsistent but can win if you get really lucky and the track is right for them. Don’t
buy them unless you know what you’re doing:
Corner Accel - コーナー加速○ / Curve Sommelier - 曲線のソムリエ (Spurt on Corner)
Straight Accel - 直線加速 / Gust of Wind - 一陣の風 (Spurt on Straight)
Mountain Climber - 登山家 (Spurt on Uphill)

Runners Only
Lane movement skills can be combo’d with Danger Avoidance on Runners for great gains.
Aoharu Wisdom - アオハル点火・賢 / アオハル燃焼・賢 * Don’t buy the gold.
Position Sense - ポジションセンス / Star of the Show - 注目の踊り子 * Don’t buy the gold.
Focus - 集中力 * Can be used for Groundwork, or for skills that require no late start
Generic Red Skills
The ones with “Faltering” in the name are the only ones you should use outside of very long
tracks. The stamina debuffs won’t hurt, ones with “Frantic” help your opponents.

Runner Skills
Consistent and Good
Runner’s Tricks - 逃げのコツ○
Runner’s Corner - 逃げコーナー○
Runner’s Straight - 逃げ直線○
Fast Paced - 急ぎ足 / Escape Artist - 脱出術
Frontrunner - 先駆け / Fortune Favors the Fast - 先手必勝
Lead Pride - 先頭プライド / Top Runner - トップランナー
Danger Avoidance - 危険回避 - When paired with Position Sense / Aoharu Wisdom

Track Dependent
Press Forward, Ready! - 押し切り準備 / Runaway - 逃亡者 (Spurt on Final Corner)

Inconsistent but Strong


Next Steps - 二の矢

Bad
Restart - リスタート
Sixth Sense - シックスセンス

Leader Skills
Consistent and Good
Leader’s Corner - 先行コーナー○
Leader’s Straights - 先行直線○
Passing Preparations - 抜け出し準備 / Speed Star - スピードスター
True Worth - 本領発揮 / Monster - 怪物

Okay
Leader’s Tricks - 先行のコツ○

Inconsistent but Strong


Head-to-head - 真っ向勝負 / Fierce Competition - 鍔迫り合い
● Good activation rate ~20% in Short, ~15% in Mile, ~12% in Mid, ~8% in Long

Track Dependent
Straight Down - 直滑降 / Straight Down Resolution - 決意の直滑降 (Spurt on Downhill)
Bad
Redo - まき直し / Unbreakable Spirit - くじけぬ精神
Clever Step - 巧みなステップ / Technician - 技巧派
Derangement - かく乱 / Glamorous Perturbation - 幻惑のかく乱

Betweener Skills
Consistent and Good
Betweener’s Corner - 差しコーナー○
Betweener’s Straights - 差し直線○
Position Swiper - 位置取り押し上げ / Quick and Decisive - 迅速果断
Between the Lines - 差し切り体勢 / Switch-up Pro - 乗り換え上手

Okay
Betweener’s Tricks - 差しのコツ○

Inconsistent but Strong


Fearless Heart - 恐れぬ心 / Daredevil - 大胆不敵
● Good activation like, 10% of the time? It’s like First Star

Track Dependent
100K Horsepower - 十万バリキ / 1M Horsepower - 百万バリキ (Uphill)
Sharp Gaze - 鋭い眼光 / Watching All Directions - 八方にらみ (Long Distance)
Outside Pass, Ready! - 外差し準備 / Rising Dragon - 昇り龍 (Spurt not on Final Corner)

Bad
Hard Worker - がんばり屋 / Laborious - 努力家
Reading Comprehension - 読解力 / Seeing the Big Picture - 大局観

Chaser Skills
Consistent and Good
Chaser’s Straights - 追込直線○
Chaser’s Corner - 追込コーナー○
Early Gambit - 早仕掛け / Daring Attack - 強攻策
● The white is very weak, but the gold is very strong
Sightlines - まなざし / A Passionate Gaze - 熱いまなざし
Master Trickster - 仕掛け抜群 / Storm and Stress - 疾風怒濤

Okay
Chaser’s Tricks - 追込のコツ○

Track Dependent
Straight Shot - 直線一気 / Imminent Shadow - 迫る影 (Spurt on Straight)
Bad
Tactician - 策士 / Heavenly Warrior - 天命士
See Right Through - お見通し / Good Visibility! All Clear! - 視界良好!異常なし!

Dirt Skills
Consistent and Good
Recommendation - レコメンド / Trending Charts! - チャート急上昇!

Inconsistent but Strong


Front Row Aim - 前列狙い / Aim For The Front Row! - 狙うは最前列!
● Good activation rate ~20% in Short, ~15% in Mile, ~12% in Mid

Short Skills
Consistent and Good
Short Distance Straights - 短距離直線○
Short Distance Corners - 短距離コーナー○
RL | Nimble Step - 軽い足取り/ In High Spirits - 意気衝天
● Speed carries over ~20% of the time

Inconsistent but Strong


Calculated Preparations - 仕掛け準備 / Flawless Preparation! - 準備万全!
● Good activation rate ~5%
(R)L | Countermeasures - 善後策 / Plan X - プランX
● Good activation rate ~10%
BC | Draw Forward - 詰め寄り / Glimmer of Shock - 電撃の煌めき
● Good activation rate ~20%
Sprinting Gear - スプリントギア / Sprint Turbo - スプリントターボ (Spurt on Straight)

Bad
Big Lead - 大きなリード / Overwhelming Lead - 圧倒的リード
Final Nail - 後方釘付 / Bewitching - 悩殺術
No Running Allowed - 抜け駆け禁止 / Escape Prohibition - 逃亡禁止令

Mile Skills
Consistent and Good
Mile Straights - マイル直線○
Mile Corners - マイルコーナー○
Rival Spirit - 負けん気 / Big Sister Disposition - 姉御肌
R | Speed Eater - スピードイーター / Speed Greed - スピードグリード
RL | Shift Gears - ギアシフト / Gear Change - ギアチェンジ
BC | Sufficient Spirit - 気合十分 / Unstoppable Force - 破竹の勢い
(RL) | Positive Planning - 積極策 / Ruler of Mile - マイルの支配者
Inconsistent but Strong
(BC) | Opener - 布石 / Battle Formation - 布陣
● Good activation rate ~3%
(BC) | Updraft - 上昇気流 / Big Strides - 豪脚
● Good activation rate ~15%

Bad
Acceleration - アクセラレーション / Accel Full Throttle! - アクセル全開!

Medium Skills
Consistent and Good
Medium Distance Straights - 中距離直線○
Medium Distance Corners - 中距離コーナー○
RL | Uptempo - テンポアップ / Killer Tune - キラーチューン
L(B) | All That There Is - ありったけ / Prepared to Die - 決死の覚悟
B | Fighting Spirit - 闘争心 / Talking Big - 気炎万丈
BC | Tumbling Forward - 前のめり / Elation - 高揚感

Inconsistent but Strong


BC | Binding Chains - 束縛 / Monopolizer - 独占力
BC | Inazuma Step - イナズマステップ / Lightning Step - ライトニングステップ
● Good activation rate ~6%
BC | One Chance - ワンチャンス / Rise From the Ashes - 起死回生
● Good activation rate ~12%

Bad
Gentle Whisper - ささやき / Charming Whisper - 魅惑のささやき
● Except on Debuffers, where it’s very good
Stand Your Ground - 食い下がり / To Victory! - 勝利への執念
Hawkeye - ホークアイ / Clairvoyance - 千里眼
Long Skills
Consistent and Good
Long Distance Straights - 長距離直線○ / Flash of Wind - 烈風一閃
Long Distance Corners - 長距離コーナー○
King of the Castle - 内弁慶 / Intrinsic Experience - 内的体験
#1 Horsegirl In Japan - 日本一のウマ娘

Okay
Press the Attack - 追い上げ / Tempestuous Pressure - 怒涛の追い上げ
(B)C | Stamina Eater - スタミナイーター / Stamina Greed - スタミナグリード

Bad
Backup Belly - 別腹タンク / Fight or Flight - 火事場のバ鹿力
Keep the Lead - リードキープ / Vanguard’s Wisdom - 先陣の心得
Smoke Screen - 目くらまし / Conjurer - 奇術師
Circles
Circles 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 crowns.
There’s no downside to being in a circle, so you should join one as soon as possible.

Ranking Rewards

The circle’s rank is based on the circle’s monthly fan gain. Many serious circles will have
monthly fan requirements for their members, such as getting 30,000,000 fans per month. This
can’t be seen in game, but the circle leaders will use spreadsheets to track it.

In order to receive the rewards, you must have been in the circle for at least two weeks. If you’re
planning to leave for a better circle, but there are less than two weeks left in the month, wait for
the month to end first.
Emote Translations
In-Game Events
Each month will usually have 3-4 events during it, unless something special is happening. For
example, when the Aoharu Scenario released, there wasn’t a Story Event like there usually is.

Trainer Exchange

In Trainer Exchange events, you sell your


trained umas that fit a certain criteria in
exchange for various items (namely, money,
support points, and some Pieces). These
umas are lost forever and you can’t get
them back, but it’s much more rewarding
than selling them from the hall of fame.

The Pieces you’re given for the top request


matches the uma you’re selling. It’s the only
source of targeted pieces, so use it for umas
you really want to increase the stars of.

The requirements are typically just having


an aptitude or stat at the given level or
higher. For example, the one to the left
wants Mid Distance to be B or higher. Refer
to the Common Terms list to compare.

There are two or three batches of requests


(it’s always been two recently), each one
lasting about two days. The best you can do
once per set, the middle three times per set,
and the lowest five times per set. So, you
can sell 27 umas and get 15 Pieces for an uma of your choice during the event.

In total, if you sell everything, you will get 64,500 Money and 12,000 Support Points, which isn’t
a lot but it’s a decent amount and it’s a good excuse to clean out some of your umas.
Legend Race

During Legend Races, you race against a certain uma. Typically the races will all be on the
same track, featuring umas whose real-life counterparts did well on that track. It also tends to
match the Champion’s Meeting for that month. Each Legend Race lasts for three days, and
there are usually three Legend Races back-to-back whenever they appear. Some Legend
Races are available daily using the bottom left button on the Races screen, but only give 1
Piece.

In exchange, you’ll receive rewards, most notably a large amount of Pieces for that uma, which
helps with advancing their star levels or purchasing the 3 Star umas for 150 Pieces, if you
manage to collect the rest. For each Legend Race, you can get 40,000 Money, 15,000 Support
Points, 250 Jewels, and 79-88 Pieces for the Legend uma. You can get Limit Break Fragments
from doing many of them in the set of three Legend Races.

Each Legend Race has a unique trophy as well, so if you like collecting, you might want to try to
win with 9 different umas to fill out the trophy room for them. There’s no real benefit to doing this
other than self-satisfaction, though, so don’t worry about it too much.
Daily Legend Race

In the Daily Legend Races, you can do any of the available Daily Legend Races once per day to
get a piece for the uma. 150 pieces allows you to get the uma. Sometimes there are events that
let you do two per day. It takes a bit under 5 months to acquire an uma from nothing using this.

First, you should clear out all the Legend Races you haven’t done, as they will grant jewels for a
first-time completion. Then, you can target a specific uma. You should try to get new umas
rather than increasing the stars for umas you already have, as star increases are very minor.

If there’s no text on the button, like in Mejiro Dober’s above, that means you already have the
uma at 5 stars. If it starts with the piece image, like in Brian and Tachyon, that means you have
enough to increase the stars for that uma or obtain them. If it starts with 才, like Gold City and
McQueen, you already have the uma, and the number is how many pieces you need for the
next star upgrade. Otherwise, it’s how many you need to unlock the uma, like with Taishin.

Here are the umas to go for:


● Your favourite uma - Having the umas you like is pretty important.
● Agnes Digital - A very flexible uma, including Dirt, that is frequently strong.
● Tokai Teio - A strong uma for Mid Distance races as a Leader.
● Mejiro Bright - A strong uma for Long Distance races as a Betweener.
● Narita Taishin - A strong Chaser uma, largely for Mile or Long.

These next ones are parents. You can usually borrow them, but maybe you want to make them
yourself to avoid using rentals or to have more options for your rental uma:
● Seiun Sky - A mandatory parent for Runners on all Mid and all but one Mile tracks.
● Mejiro Dober - A mandatory parent for backlines on most Mid and some Mile tracks.
● Taiki Shuttle - A mandatory parent for Leaders on some Mile and some Mid tracks.
● Maruzensky - Sometimes a strong parent for Leaders/Runners on specific tracks.

You can find more details on all these umas in the Uma Musume Reviews section.
Story Events (Roulette)
Story events involve training umas to get points and tokens. Those tokens can be used to spin a
roulette to get rewards and fill out a bingo card. There are attached stories, and by completing
the bingo cards and earning enough points, you can get a free MLB SSR support card.

During the event, certain cards and umas will give you bonus event points. These will be related
to the umas in the event. For example, the event above featured Symboli Rudolf, Narita Brian,
Gold City, and Yukino Bijin. Owning any of those umas or their cards would give you bonus
event points. The bonus points scale up based on the limit breaks or star levels and it’ll use the
highest bonus you have available.

You can also choose to double the TP spent on runs to also double the EP and tokens gained
from that run, using the check box.

An MLB R for the uma will give 12%, an MLB SR will give 18%, and an MLB SSR gives 25%.
The banner SSRs go to 45%, and the welfare 35%. New umas give 10% at 3 star, 12% at 4
star, and 15% at 5 star. Old umas give 1%/3%/5%/7%/10% at each star level. You can click the
white button in the top right to see where your bonuses are coming from.
You can spend the tokens to spin the
wheel, getting a random reward. After
obtaining a reward, it will be marked off on
the bingo card, and you’ll receive a reward
for each line.

After 25 spins, if you haven’t finished the


bingo card, you will be guaranteed to get
the missing rewards on your subsequent
spins.

In the settings in the top right, you can


change it to spin multiple times with a
single click. The options are, in order:

● Spin until getting a line.


● Spin until getting all 8 lines.
● Spin 10 times.

If you run out of tokens, it will naturally stop


early. It will also stop after 25 spins, when
you hit the pity timer.

The first three bingo cards will reward you


with a copy of the welfare SSR when
completed. After that, the cards get worse
but can be done infinitely.

In order to “complete” the event, you have to finish three Bingo cards and gain 400,000 Event
Points. That will be enough to MLB the SSR and fully read the story. There are also three SSR
Uncap Fragments to collect, which require you to get 920,000 Event Points. Twenty fragments
lets you limit break any SSR you want.
Show Time

You can choose to add challenge to your training runs in


return for rewards. There are five levels of difficulty,
each harder than the last. Starting on level four, the
opponents will all be in top motivation.

Each run fills the bar depending on how far you get, with
a victory resulting in a full bar. These gains are then
multiplied by the difficulty level, so on difficulty level 5,
you would receive 5 full bars. Each full bar gives you a
reward, some of which can be seen to the left. You can
also double this by using double TP.

It’s quite rewarding, giving you up to 600,000 Money in


addition to the 1500 Jewels and Limit Break Fragments.

There are 72 rewards total. Doing Level 4 is probably


the best if you want to farm it quickly, as it’s only 3 runs
more than Level 5. After obtaining all 72, you can
continue doing runs for smaller, infinite rewards.

Difficulty Level 1 2 3 4 5

Runs Needed 72 38 25 20 17
To Full Clear

w/ Doubled TP 36 18 13 11 10

Losing before Senior year will result in 25% of the gauge filling.
Losing in Senior year will result in 50% of the gauge filling.
Losing during Finals will result in 75% of the gauge filling.
These are multiplied by the difficulty level.
Trainer Skills Test

The goal of the event is to raise umas to reach certain scores. It’s restricted to a certain
scenario, which in the December event is the Aoharu Scenario. In March, it was for MANT.

The event consists of one or more exams. After a run, you’ll get scored on how you did based
on the exam’s criteria. These can be things like races won, raising your stats to certain levels, or
buying skills (sometimes certain skills). Each exam also has a passing grade that you have to
reach. After passing one exam, you’ll unlock the next exam, if the event has more than one.

For the list of bonuses and exams in the current event, check Gametora’s event page.

Note that, if your uma has less than A aptitude in the exam’s topic, they’ll be penalized, down to
a 0.4x multiplier on your evaluation if you have G in the distance/surface. Having S gives no
benefit. So, if it’s a Short distance exam, and you use a G Short uma, you’ll have to score much
higher to pass. “Free” exams don’t have this.

Doing runs and completing the event missions will give you trial coins, which you can exchange
in the shop. The notable items in the shop are 450 jewels, an SR and SSR limit break fragment,
three gacha tickets for uma and support cards, and hint books. The total cost of all of these are
48,000 trial coins.

Also notable is that you can rent the umas in the top 30 for free as many times as you want.
Racing Carnival
Racing Carnival is a collection of PvE races,
similar to Legend Races. They cost RP to do,
the Stadium resource.

There are four “HARD” races (though they are


not actually hard, the umas have like 600 all
stats). By doing them, you’ll fill the bar for the
above race. Two Hard races will allow you to
do the race, which will either be Very Hard or
Extreme. If you get Very Hard three times in a
row, the next time will be guaranteed Extreme.

If you lose or draw the Very Hard/Extreme


race, you can try again with a +25% all Stats
boost.

Each race will also reward Carnival Points,


which you can spend in the store to buy the
event rewards. These points are awarded
similar to Stadium PvP, with skill activations
and placements contributing, so you can just
use your Stadium team umas.

If you finish in the top five in a race, you’ll get a Carnival Factor. You can then use that uma as a
parent to pass down a Carnival Skill (which is free, and guaranteed to be inherited). This then
loops. You get a level 1 inheritance, inherit a level 1 skill to a new uma, race with it and get a
level 2 factor, use it as a parent to pass down a level 2 skill, race with that to get a level 3 factor,
etc. The skill has different effects in each event. The current one increases your stats.

To “clear” the event, you need to get 100,000 Carnival Points. This gets you the two SSR Limit
Break shards and a good chunk of the shop. Without any bonuses, using reasonable Stadium
umas, you’ll get around 1,500 points per race (~1000 from the Hard races, then ~2000 from the
Very Hard). In a 7 day event, you get ~119 RP if you spend it perfectly efficiently and use all the
jellies from the dailies.

The Extreme opponents usually have around 900 all stats and four gold skills. The Extreme
races can be on different tracks, so make sure to check if you’re using greens.
Scouting Event

The scouting event is very simple. You can see a detailed guide on Gametora.

You race against other players similar to Stadium. Upon winning, you have the option to scout
one of their umas using the coins you get from racing. In this manner, you slowly increase the
strength of your team, and get rewards based on your team’s strength. The uma on top is the
one you want to take, and the one on bottom is the one you give up.

You choose the captain of your team from your trained umas. You can change the captain at
any time. The racetrack will change every 3 races you do, including odd races like Short Dirt.

Every time you race with a new uma, you get +15 to a stat, and
your scout coin gain is increased. These stats also increase
your team’s score, making it easier to get the rewards. You
should change your captain every race to fill out your umadex.
You should also prioritize scouting umas that you don’t own.

There are also uma pairs that will give you green skills if they
race together, so you can look out for those to scout too. You
just need to scout one from each pair, then use the captain for
the other to permanently unlock them.

To get all the event rewards, you need to get to team rank SS.
After scouting a few umas to have a decent team, you should
probably save up coins to scout Uf umas.
Uma Musume Strolls

During this event, you can go on walks with your uma musume up to two times a day. By doing
various activities, like daily races or Stadium, you’ll fill up the stroll gauge to unlock a stroll.

There are three locations you can take a walk to. Each location has 5 rewards, so to clear the
event, you will have to go on 15 total walks. Each walk will also give +50 affection to the uma
you go with. The rewards are pretty minor, 150 jewels, some hint books, an SR limit break
fragment, and other random things.

Different umas have different animations, which is the best part. Just enjoy seeing your favourite
girls being cute.
Tachyon’s Inheritance Research
The Tachyon event is very similar to the Showtime event. You do runs or other things to fill the
bar, then get rewards. The main draw is that there are three slips within the pool that you can
use to raise the star on an uma’s Blue, Pink, or Green inheritance factor. You have to use them
before the event’s reward period ends, otherwise they’ll vanish. You can’t hold them.

Each run you do gives 40% to 400% fill based on how far you get and you can use double TP to
double it. Each Stadium/Daily race gives 30%, and each Daily Legend Race gives 35% for
some reason. There are 57 rewards.

You should use this to get strong, generic umas with 9* Blue and 8+* Pink, ideally with a lot of
whites or scenario factors. The least important Blues are Speed and Wisdom, while the least
important Pinks are Strategy ones. You should avoid using the books if an uma has those in her
ancestry, and definitely don’t use books on greens unless you’re in the extreme endgame.

Here are good parents to try to make, roughly in order of usefulness:

● Seiun Sky with Power/Guts Blues and Mile Pinks for Mile Runners
● Seiun Sky with Power/Stamina Blues and Mid Pinks for Mid Runners
● Mejiro Ryan with Power/Guts Blues and Mile Pinks for Mile backliners
● Mejiro Ryan with Power/Stamina Blues and Mid Pinks for Mid backliners
● Mejiro Dober with Power/Stamina Blues and Mid Pinks for Mid backliners
● Summer Gold Ship with Wisdom Blues and Turf Pinks for Stadium or Debuffers
● Kitasan Black with Stamina Blues and Long Pinks for Long Runners
● El Condor Pasa with Power/Guts Blues and Short/Mile Pinks for Short/Mile Runners
● Taiki Shuttle with Power/Guts Blues and Mile Pinks for Mile Leaders
● Nishino Flower with Power/Guts Blues and Mile Pinks for Mile Leaders
● Fantasy Grass Wonder with Stamina Blues and Long Pinks for Long backliners
● Cheer Halo with Power/Guts Blues and Short Pinks for Short backliners
● Valentines Bourbon/Summer Maruzensky for Runners when no other unique is good
Master’s Challenge

This is a PvE event set on a couple G1 races with fixed conditions against stronger opponents
than what is usually offered via story races etc. Your first time winning a race will unlock the next
difficulty. The first time win rewards are the only rewards you can acquire from this event, which
consist of jewels, limit break fragments, and a title for clearing the final difficulty of a specific G1.

Items are available to use before a race just like stadium and Racing Carnival. Races are
almost full gate which favours frontliners since they are the least likely to get mob blocked.

You can face stronger versions of opponents depending on the uma you choose. Otherwise,
your uma will replace the NPC slot.
Any uma in your hall of fame can race a maximum of 3 times on a single difficulty of a race.

This button near the bottom of the event page displays the uma in your hall of fame that won per
difficulty and race.
Speedrunning Trainings
A lot of events, particularly ones that give missions, will require you to do a certain number of
trainings. For example, the Story Events require you to finish 12 trainings, and the missions
given for G1s require 10 training finishes.

If you’ve received everything you wanted from the event, but still have trainings to do, here’s the
fastest way to do that. It also works for the dailies.

Uma: Choose an uma who can fail her URA training very early on, in other words, one with a
fan goal during the first year. For example, Curren Chan or McQueen. If you don’t have an uma
who can fail URA early, then do the run in MANT. If you do no races, it’ll fail at the end of year 1.

The parents don’t matter. If you have a friend who plays the game, you can rent their uma to
send them some crowns.

Deck: Any six Rare cards. Rare cards don’t have chain events, so you won’t waste time
watching and choosing them. You don’t need them levelled. You should borrow a Rare as well,
or you can borrow a friend’s card to send them some FP.

Playstyle: It’s very simple. Just rest every single turn until the run fails. This is the fastest thing
you can choose.

Overall, these runs will only take two or three minutes.

An alternative would be to take 6 real cards of the same stat and train that stat every turn,
aiming to get 600 before the run fails. This will give you a small chance of getting a 3* factor, but
the parent would be so bad due to lack of whites that you wouldn’t want to use it anyway. If
you’re very new, maybe this is tempting. You should do this on an uma with a 20% bonus for
better consistency.
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 one of the best support cards in the game, Kitasan Black, at max limit break.

Typically the passives you’ll be interested in for a stat stick are “Friendship Bonus,” “Increased
Training,” “Motivation Bonus,” “<stat> Bonus” and “Specialty Rate Up.” “Starting Bond Up” is
also convenient as it reduces the time taken to get them to orange bond.

The Motivation Bonus is added to the bonus you get from motivation, which is +/- 10% per
deviation from normal. So, with max motivation, it’s +20%. With Kitasan’s +30% Motivation
Bonus, this gets to +26%.

Increased Training and Friendship Bonus work multiplicatively with this. For unique skills,
motivation bonus and training bonus are additive, while friendship bonus is multiplicative. She
has a 5% training bonus from her unique skill, 10% training bonus, and 25% friendship bonus.
All together, the stat gains will be multiplied by 1.26 * 1.15 * 1.25 for a total of +81% stats from
these passives.

Specialty Rate Up increases how often the card will land on its preferred training. In this case,
Kitasan has 116 in total, so she is very likely to end up on Speed Training in any given turn,
giving you a powerful rainbow. Each stat has a base weight of 100, and not appearing has a
weight of 50. These are divided by the totals to give the chance of appearing on each training,
so 100/550 = 18.18% rainbow rate with 0 specialty. Specialty adds to the base right, while
specialty from the uniques multiplies it. For Kitasan, she has 80 base, so 100+80=180, then she
has unique specialty, so 180 * 1.2 = 216. Her Speed rate would be 216/666, or 32.4%.

<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.
Other Passives
Initial <Stat> Up 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 Rate Up 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 Lv. Bonus increases the discount on the skills the hints give you.

Wisdom Training Recovery Up is a passive found on int cards. When there’s a rainbow on the
int training, it will restore extra energy according to this stat (usually 4-5 for an MLB).

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.

Fan Count Bonus is similar, but applies to the fans gained.

Friend Card Passives


Note that multiple Friend cards can’t appear on the same training, so none of these can stack.

Failure Rate Down reduces the chance of failing a training. With a 35% value, then a 9% fail
chance would go to 6%.

Energy Discount 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 Amount Up increases the energy you gain from the card’s events, most notably
the dates.

Event Effect Up increases the other rewards, such as the number of skill points gained.
Race Bonus Benefits
The “Race Bonus” passive on support cards increases the stats and skill points you receive
from finishing races. This applies to both optional races, the mandatory races and Finals. Here’s
a chart of how many stats and skill points you get from a MANT run where you do 10 G1s, 10
G2/G3s, and use three golden hammers on the final races.

The highest Race Bonus on an individual card is currently 15%, so the current limit is 90%.

The numbers are the way they are because every 10% results in +1 stat from the G1 races and
finals, while every 12.5% results in +1 stat from the G2/G3 races. The first number divisible by
both is 50, which gives +5 from G1s and +4 from G2/G3s, so 50% is the ideal number in MANT.
40% lowers both gains by 1.

Hammers are multiplicative with Race Bonus, so for the final three races, the Race Bonus is
multiplied by 1.35. So, 50% Race Bonus would become 102% Race Bonus, and 70% Race
Bonus would become 129% Race Bonus.

In Aoharu/URA, Race Bonus also affects the +3 all stats you get after objectives. This will
increase to +4 all stats at 34% Race Bonus, and to +5 all stats at 67% Race Bonus. URA and
Aoharu builds should aim for at least 34%. Optional races aren’t done as often in those modes.
Calculating Training Stat Gain

These charts gives 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 Aoharu table.

To get the result from training, it’s…

(BaseValue + Sum of StatBonus) * (1 + MotivationMultiplier * (Sum of MotivationBonus)) * (Sum


of TrainingBonus) * (Product of FriendshipBonus) * (1 + 0.05 * NumberOfSupportCards)

Friendship Bonus will only be applied if the support is at orange or higher bond and on the
training that matches its type. Stat Bonus only applies if the training normally gives that stat.
The MotivationMultiplier 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 strategy or distance requirement, seen in angle brackets in the skill
description, such as <作戦・先行>. Naturally, you shouldn’t take any skills that don’t match
your strategy 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 /
corner==0 for straight.
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 trying to pass 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 Core Distance
skills.

If we check the Races section, 90% of Dirt races are on Non-Core Distances, while 75% of Mid
races are on Core 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-Core 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 コツ skills. These activate based on a strategy, 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 Big Eater
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.

Gold Recovery Rankings


Best
These skills activate consistently at good times.
● Arc Maestro, Big Eater, Race Planner, Miracle Step, Calm and Composed, Wisdom Eye,
Trailblazer, Breath of Fresh Air, Cooldown, Relax

Good
These skills activate consistently, but require uphills or downhills. They will be more consistent
in longer races, as those more frequently have hills. If you know the track has a hill, eg in
Champion’s Meeting, then they will be Best.
● Wild Girl, After School Specialist

Consistent
These skills activate consistently, but not always at good times. They can trigger at the very end
of the race and be wasted.
● The First Star

These skills don’t activate all the time, but they should activate most of the time.
● Will of Steel, Where the Wind Blows, Calm and Collected, Indomitable Heart, Sleeping
Lion

Late
These skills activate in the final leg, so they help a bit but aren’t ideal since they don’t maximise
your spurt every time.
● Fight or Flight (activates at low HP),
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. Chasers are close to nonexistent outside of Mid (with Narita Taishin) and Long
(with Gold Ship), so a skill that debuffs chasers won’t usually be useful outside of those
distances.

Different debuffs do different things. From left to right on the image above, it’s Speed down,
Acceleration down, kakari extension, HP 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. You can find a chart of each speed skill’s efficiency in
this spreadsheet.

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 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.
Aoharu Skills
The skills you get from the Aoharu scenario have effectiveness based on your team’s total stats.
Unless you’re in a mode where you race alone or low in the Stadium rankings, you will usually
have three umas on your team. The skill you get is picked from your team’s highest ranked
stats, but you can also inherit them. And, yes, they do work outside of the Aoharu scenario.

Green/Purple skills don’t count towards the stat total, but motivation does.

Total Stat <1200 <1800 <2600 <3600 >=3600

Average Stat <400 <600 <867 <1200 >=1200

Multiplier 0.8 0.9 1.0 1.1 1.2

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.

When inherited, a unique’s strength is reduced by 0.2, and its duration reduced by 40%. So, a
usual speed unique with 0.35 strength and 5s duration becomes the same as a good white, 0.15
strength over 3 seconds. Umas with strong uniques, 0.45 strength and 5s duration, become like
double-circle strategy skills, 0.25 strength and 3s duration.

Dual uniques are hurt by this a lot. They give +0.25 speed and +0.3 acceleration, so when
inherited, they only give 0.05 speed and 0.1 acceleration. Gold Ship’s unique is similar. It has
0.25 strength and 6s duration, so it goes to 0.05 strength and 3.6s duration.

Recovery uniques drop down to the level of white recoveries, from 5.5% HP restored to 1.5%.
Strong recoveries, like Super Creek and Fantasy Grass, go from 7.5% HP to 3.5%.

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.
Calculating Effectiveness of Skills

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.

スピードスター / Speed Star - 0.35 over 1.8s


0.35m/s * 1.8s = 0.63m
In 2400m, * 2.4 = 1.512m

ハヤテ一文字 / Like the Wind - 0.35 over 2.4s


0.35m/s * 2.4s = 0.84m
In 2400m, * 2.4 = 2.016m

中距離コーナー◎ / Medium Distance Corner ◎ - 0.25 over 3s


0.25m/s * 3s = 0.75m
In 2400m, * 2.4 = 1.8m

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)
Velocity is Starting Speed + Acceleration * Time

地固め / Groundwork - 0.2 over 3s


We’ll use 17m/s as the starting speed and 20.3m/s as the top speed, which is about what a
Runner has in Mile.

Without Groundwork, the time taken is (20.3 - 17) / 0.424 = 7.78s


The distance covered is 0.5 * 7.78 * (20.3 + 17) = 145.1m

With Groundwork, the time taken is (20.3 - 17) / 0.624 = 5.29s


The distance covered while accelerating is 0.5 * 5.29 * (20.3 + 17) = 98.66m
The time spent at top speed is 7.78 - 5.29 = 2.49, which when multiplied by 20.3 = 50.55m
98.66 + 50.55 = 149.21. Subtract the other number, 145.1, and we get 4.11m gained.
アングリング×スキーミング / Angling x Scheming, Seiun unique - 0.4 over 4s
This is similar to the Groundwork calculation, but the base speed will be 20m/s, and the top
speed will be 24.2m/s, normal numbers for a Runner in Mile.

Base Time = (24.2 - 20) / 0.424 = 9.9s


Distance = 0.5 * 9.9 * (24.2 + 20) = 218.8m

Angling Time = (24.2 - 20) / 0.842 = 4.99s


Distance = 0.5 * 4.99 * (24.2 + 20) = 110.28m
Top Speed Time = 9.9 - 4.99 = 4.91, times 24.2 = 118.82m
Total = 229.1m, difference = 10.3m

Pre-Buff 先手必勝 / Fortune Favors the Fast - 0.4 over 1.2s


This skill triggers 5 seconds into the acceleration, so we need three steps. After the buff it
triggers immediately, but I’ll leave this here to show how to calculate skills that trigger later.

Base Time = (20.3 - 17) / 0.424 = 7.78s


Distance = 0.5 * 7.78 * (20.3 + 17) = 145.1m

Speed after 5s = 17 + 0.424 * 5 = 19.12m/s


Distance after 5s = 0.5 * 5 * (19.12 + 17) = 90.3m
Time With Skill = (20.3 - 19.12) / 0.824 = 1.43s
Distance With Skill = 0.5 * 1.43 * (20.3 + 19.12) = 28.19m
Top Speed Time = 7.78 - (5 + 1.43) = 1.35s, times 20.3 = 27.4m
Total = 145.89m, difference = 0.79m

迫る影 / Imminent Shadow - 0.4 over 0.9s


This skill doesn’t last long enough, so we have to do three steps again. Taishin gets this skill,
and she’s used in mid, so we’ll assume 2000m, making the duration 1.8s. As a Chaser, we’ll use
19.9m/s as the base speed, and 24.4m/s as the top speed.

Base Time = (24.4 - 19.9) / 0.424 = 10.61s


Distance = 0.5 * 10.61 * (24.4 + 19.9) = 235m

Speed after 1.8s with skill = 19.9 + 0.824 * 1.8 = 21.38m/s


Distance after 1.8s = 0.5 * 1.8 * (21.38 + 19.9) = 37.15m
Time after Skill = (24.4 - 21.38) / 0.824 = 7.12s
Distance after Skill = 0.5 * 7.12 * (24.4 + 21.38) = 162.98m
Top Speed Time = 10.61 - (7.12 + 1.8) = 1.69s, times 24.4 = 41.24m
Total = 241.37m, difference = 6.37m
Stadium PvP Skill Rankings

Categories
Best - These skills should always be able to activate, wisdom allowing.
Good - These skills have a condition that means they won’t always activate, but they should still
activate most of the time.
Bad - These skills will rarely activate, or if they do, you’re already in a bad position.

For distance skills, they will be marked with RLBC, for Runner Leader Betweener Chaser, to
show which can make ideal use of the skill. If they’re in parentheses, it will be considered Good.
So, (R)LB would mean it’s Good for Runners, Best for Leaders/Betweeners, and Bad for
Chasers.

In general, if a skill has multiple levels, like 逃げのコツ○ to 逃げのコツ◎, you should only take
the first level, as the second level won’t give you any extra points. In Stadium, it’s quantity over
quality. You want as many skills to activate as possible and don’t care what they actually do, so
these rankings are all based on activation frequency. For actual strength, look at them alongside
this chart.

Generic Green Skills


Refer to the Races section for your target distance.

Generic Blue Skills


Best
Corner Recovery - コーナー回復○ / Arc Maestro - 円弧のマエストロ
Straight Recovery - 直線回復 / Breath of Fresh Air - 好転一息
Aoharu Stamina - アオハル点火・体 / アオハル燃焼・体
Triple 7s - スリーセブン

Good
Shake it Out - ふり絞り
● Requires 3 other skills to be used in the Final Leg.
Crowded Calm - ウマ込み冷静 / Where the Wind Blows - どこ吹く風
Undercover - 隠れ蓑 / Will of Steel - 鋼の意志
Keep the Pace - ペースキープ / Indomitable Heart - 不屈の心
Generic Orange Skills
These rankings are all based on activation frequency, which is ideal only for Stadium. For actual
strength, for e.g. Champion’s Meeting, look at them alongside this chart.

Best
Clever Cornerer - コーナー巧者○ / Archline Professor - 弧線のプロフェッサー
Last Leg - 末脚 / Heart and Soul - 全身全霊
Straight Skill - 直線巧者 / Like The Wind - ハヤテ一文字
Corner Accel - コーナー加速○ / Curve Sommelier - 曲線のソムリエ
Straight Accel - 直線加速 / Gust of Wind - 一陣の風
Position Sense - ポジションセンス / Star of the Show - 注目の踊り子
Improvise - 臨機応変 / Magician of the Lane - レーンの魔術師
Focus - 集中力 / Concentration - コンセントレーション
Up the Pace - ペースアップ / Now I’m Pumped! - アガッてきた!
Aoharu Speed - アオハル点火・速 / アオハル燃焼・速
Aoharu Power アオハル点火・速 / アオハル燃焼・力
Aoharu Guts - アオハル点火・根 / アオハル燃焼・根
Aoharu Wisdom - アオハル点火・賢 / アオハル燃焼・賢
Glittering Star - 綺羅星 / The First Star - 一番星
Questionable Strategy - あやしげな作戦 / Gamester - 博打うち
● Make sure you have excess stamina if you’re using this

Good
Slipstream - スリップストリーム
● Can trigger twice in the same race sometimes
Hold Your Tail 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!
Mountain Climber - 登山家
Big Fan - ウマ好み / Uma Mania - ウママニア
Slight Detour - 垂れウマ回避 / Non-stop Girl - ノンストップガール

Generic Red Skills


Basically all of these will activate consistently, except for the Frantic and Trick ones which
require an opponent to suffer from kakari (~15% chance per uma). The ones targeting Chasers
will work less in Short / Mile / Dirt, since Chasers are rarer in those distances.

Trick (Front) - トリック(前)will obviously be better for runners or leaders.


Trick (Back) - トリック(後)will obviously be better for betweeners or chasers.
Runner Skills
Best
Runner’s Tricks - 逃げのコツ○ (do not double circle)
Runner’s Corner - 逃げコーナー○ (do not double circle)
Runner’s Straight - 逃げ直線○ (do not double circle)
Fast Paced - 急ぎ足 / Escape Artist - 脱出術
Frontrunner - 先駆け / Fortune Favors the Fast - 先手必勝

Good
Press Forward, Ready! - 押し切り準備 / Runaway - 逃亡者
Lead Pride - 先頭プライド / Top Runner - トップランナー
Leave it to vigour! - 勢い任せ / Wild Girl - じゃじゃウマ娘
● This skill will trigger more often in longer races, which are more likely to have hills.
Next Steps - 二の矢
Danger Avoidance - 危険回避 / Sixth Sense - シックスセンス

Bad
Restart - リスタート

Leader Skills
Best
Leader’s Tricks - 先行のコツ○ (do not double circle)
Nutritional Supplements - 栄養補給 / Big Eater - 食いしん坊
Favorite Place - 好位追走 / Race Planner - レースプランナー
Leader’s Corner - 先行コーナー○ (do not double circle)
Leader’s Straights - 先行直線○ (do not double circle)
Passing Preparations - 抜け出し準備 / Speed Star - スピードスター
Clever Step - 巧みなステップ / Technician - 技巧派
Derangement - かく乱 / Glamorous Perturbation - 幻惑のかく乱
Head-to-head - 真っ向勝負 / Fierce Competition - 鍔迫り合い
Stamina Keep - スタミナキープ / Calm and Composed - 余裕綽々.

Good
Straight Down - 直滑降 / Straight Down Resolution - 決意の直滑降
● This is more consistent the longer the distance, as longer distances have more hills.

Bad
Redo - まき直し / Unbreakable Spirit - くじけぬ精神
Betweener Skills
Best
Betweener’s Tricks - 差しのコツ○ (do not double circle)
A Little Break - 小休憩 / Relax - リラックス
Betweener’s Corner - 差しコーナー○ (do not double circle)
Betweener’s Straights - 差し直線○ (do not double circle)
Hard Worker - がんばり屋 / Laborious - 努力家
Reading Comprehension - 読解力 / Seeing the Big Picture - 大局観
Quiet Breathing - 静かな呼吸 / Concealed Readiness - 潜伏態勢

Good
100K Horsepower - 十万バリキ / 1M Horsepower - 百万バリキ
● This is more consistent the longer the distance, as longer distances have more hills.
Outside Pass, Ready! - 外差し準備 / Rising Dragon - 昇り龍
Position Swiper - 位置取り押し上げ / Quick and Decisive - 迅速果断
Fearless Heart - 恐れぬ心 / Daredevil - 大胆不敵

Bad
Between the Lines - 差し切り体勢 / Switch-up Pro - 乗り換え上手
Sharp Gaze - 鋭い眼光 / Watching All Directions - 八方にらみ

Chaser Skills
Best
Chaser’s Tricks - 追込のコツ○ (do not double circle)
Chaser’s Straights - 追込直線○ (do not double circle)
Chaser’s Corner - 追込コーナー○ (do not double circle)
Straight Shot - 直線一気 / Imminent Shadow - 迫る影
See Right Through - お見通し / Good Visibility! All Clear! - 視界良好!異常なし!
Early Gambit - 早仕掛け / Daring Attack - 強攻策

Good
On Standby - 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.
Winding Down - 下校の楽しみ / After School Specialist - 下校後のスペシャリスト
● This is more consistent the longer the distance, as longer distances have more hills.
Tactician - 策士 / Heavenly Warrior - 天命士
Sightlines - まなざし / A Passionate Gaze - 熱いまなざし
Serene - 冷静 / Calm and Collected - 冷静沈着
Master Trickster - 仕掛け抜群 / Storm and Stress - 疾風怒濤
Dirt Skills
Best for All
Front Row Aim - 前列狙い / Aim For The Front Row! - 狙うは最前列!
Skillful Step 踏み込み上手 / Outstanding Step 抜群の踏み込み (if you have at least 1000 power)
Pressing Feeling 圧迫感 / Don't Let Your Guard Down 油断大敵

Bad
R | Cloud of Dust 土煙 / Dancer of the Sands 砂上の舞姫
Mud Play 泥遊び○ / Mud Master 泥んこマイスター

Others
(R)LBC Dust Bath ○ 砂浴び○ / Leisurely Dust Bath 優雅な砂浴び
(R)LBC | Recommendation - レコメンド / Trending Charts! - チャート急上昇!
RL | Promising Omen 明るい兆し / Victory Opportunity 勝利の機運
RL(BC) | At Full Speed まっしぐら / Full Speed Ahead! 全速前進!
RL | Full of Zeal 意気込み十分 / Aim for the Center! 目指せセンター!
BC | Turnaround 盛り返し / Redoubled Efforts 捲土重来
BC | Clear Head 冴える思考 / Clear and Serene 明鏡止水 (if you have a recovery)
BC | Rapid Ascent 急浮上 / Blast Mode! 爆走モード!
BC | Sandstorm Practice - 砂塵慣れ

Short Skills
Best for All
Short Distance Straights - 短距離直線○ (do not double circle)
Short Distance Corners - 短距離コーナー○ (do not double circle)
Sprinting Gear - スプリントギア / Sprint Turbo - スプリントターボ
Calculated Preparations - 仕掛け準備 / Flawless Preparation! - 準備万全!

Others
(R)L | Countermeasures - 善後策 / Plan X - プランX
R(L) | Final Nail - 後方釘付 / Bewitching - 悩殺術
BC | Wait and See - 様子見
BC | Draw Forward - 詰め寄り / Glimmer of Shock - 電撃の煌めき
(BC) | No Running Allowed - 抜け駆け禁止 / Escape Prohibition - 逃亡禁止令
RL | Nimble Step - 軽い足取り/ In High Spirits - 意気衝天

Bad
Big Lead - 大きなリード / Overwhelming Lead - 圧倒的リード
Mile Skills
Best for All
Mile Straights - マイル直線○ (do not double circle)
Mile Corners - マイルコーナー○ (do not double circle)
Rival Spirit - 負けん気 / Big Sister Disposition - 姉御肌
Acceleration - アクセラレーション / Accel Full Throttle! - アクセル全開!

Others
R | Speed Eater - スピードイーター / Speed Greed - スピードグリード
(RL) | Positive Planning - 積極策 / Ruler of Mile - マイルの支配者
RL | Shift Gears - ギアシフト / Gear Change - ギアチェンジ
BC | Progress Peek - 展開窺い / Wisdom Eye - 慧眼
BC | Sufficient Spirit - 気合十分 / Unstoppable Force - 破竹の勢い
(BC) | Opener - 布石 / Battle Formation - 布陣
(BC) | Updraft - 上昇気流 / Big Strides - 豪脚

Medium Skills
Best for All
Medium Distance Straights - 中距離直線○ (do not double circle)
Medium Distance Corners - 中距離コーナー○ (do not double circle)
Hawkeye - ホークアイ / Clairvoyance - 千里眼
Light Step - 軽やかステップ / Miracle Step - 神業ステップ

Bad for All


Gentle Whisper - ささやき / Charming Whisper - 魅惑のささやき
Stand Your Ground - 食い下がり / To Victory! - 勝利への執念

Others
RL | Uptempo - テンポアップ / Killer Tune - キラーチューン
B | Fighting Spirit - 闘争心 / Talking Big - 気炎万丈
BC | Inazuma Step - イナズマステップ / Lightning Step - ライトニングステップ
BC | Tumbling Forward - 前のめり
(B)C | One Chance - ワンチャンス / Rise From the Ashes - 起死回生
(R) | Bright Future - 前途洋々 / Trailblazer - 切り開く者
(BC) | Binding Chains - 束縛 / Monopolizer - 独占力
L(B) | All That There Is - ありったけ / Prepared to Die - 決死の覚悟
Long Skills
Best for All
Long Distance Straights - 長距離直線○ (do not double circle) / Flash of Wind - 烈風一閃
Long Distance Corners - 長距離コーナー○ (do not double circle)
Smoke Screen - 目くらまし / Conjurer - 奇術師
Press the Attack - 追い上げ / Tempestuous Pressure - 怒涛の追い上げ
Deep Breaths - 深呼吸 / Cooldown - クールダウン
Pass Expert - パス上手 / VIP Pass - VIP顔パス
King of the Castle - 内弁慶 / Intrinsic Experience - 内的体験
#1 Horsegirl In Japan - 日本一のウマ娘

Bad
Backup Belly - 別腹タンク / Fight or Flight - 火事場のバ鹿力

Others
(B)C | Stamina Eater - スタミナイーター / Stamina Greed - スタミナグリード
(R) | Keep the Lead - リードキープ / Vanguard’s Wisdom - 先陣の心得
Uma Racing Strategies
There are four different strategies in the game, five if you count Great Escape (Oonige) which is
a subset of Runner. These mostly dictate what parts of the race your uma tries the hardest in.

Opening Leg Middle Leg Final Leg


Strategy ■□□□□□ □■■■□□ □□□□■■

Great Escape ★★★★★ ★★☆☆☆ ★☆☆☆☆

Runner ★★★★☆ ★★★☆☆ ★★☆☆☆

Leader ★★★☆☆ ★★★★☆ ★★★☆☆

Betweener ★★☆☆☆ ★★★★☆ ★★★★★

Chaser ★☆☆☆☆ ★★★★★ ★★★★★

For exact numbers, see the Phase Multipliers section below.

During the first half of the race, the umas participate in a dark ritual known as “Position Keep.”
Each strategy has a position they want to maintain relative to the 1st 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)

The numbers are in meters, but the ones lower than -3 will scale based on the track’s length.
Great Escape acts the same as Runner, but they won’t slow down until they’re 17.5m ahead of
2nd, which would make the graph very wide.

Since the strategies all base their position of the 1st Runner, 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 is an exception:
1) No Runner in the race. In this case, the Leader who takes 1st will ignore Position Keep
and start acting like a Runner, with everyone else basing their positions off them. If there
are no Leaders too, then a Betweener, etc.
Phase Multipliers
During each phase, there’s a multiplier on the uma’s speed and acceleration based on her
strategy.
Opening Leg Middle Leg Final Leg
Speed ■□□□□□ □■■■□□ □□□□■■

Great Escape 1.063 0.962 0.95

Runner 1 0.98 0.962

Leader 0.978 0.991 0.975

Betweener 0.938 0.998 0.994

Chaser 0.931 1 1

Opening Leg Middle Leg Final Leg


Acceleration ■□□□□□ □■■■□□ □□□□■■

Great Escape 1.17 0.94 0.956

Runner 1 1 0.996

Leader 0.985 1 0.996

Betweener 0.975 1 1

Chaser 0.945 1 0.997


Races

How do they work?

Here’s an example image of a simple track from the simulator, of a Betweener uma in the Ibis
Summer Dash race. The blue 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, Switch-up Pro triggers in the Final Leg, and Heart and Soul
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 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 Wisdom 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.

This uma lacks the required Stamina for the track, so she had to delay her spurt. The red lines
in the graphs show when they decide to start their 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. 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 Sprint Turbo.

In the very first graph, the uma spent around half of the Last Spurt phase at top speed. In this,
it’s more like 80-90%. Acceleration skills are very powerful when they work and the meta tends
to revolve around them for this reason.

There are some other features of tracks.

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 Wisdom, to get a speed boost and use less HP. On tracks with
long downhills, this makes it so high Wisdom umas have lower Stamina requirements, as well
as getting a lot of bonus speed. Wisdom 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.

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.
Stadium 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 Stadium, Lucky Seven is 2/12, Outer Gate is 6/12, and Inner Gate is 3/12.

Secret Stat Checks


There are secret stat checks on some courses. You will get a 0.05 speed bonus per 300 in said
stat. If there are multiple, then the bonus is the average of them. Eg, with 600 in one and 900 in
another, it’d be (0.15 + 0.2) / 2 = 0.175. There’s a list of these here:
https://docs.google.com/spreadsheets/d/1hPJ5sGLVRjEPteEr-9ZSFD2PCgLQWraxSIocDIryU1
8/edit

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

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