UMA · Eden of Gaming Hub

Umamusume: Pretty Derby

Overview
Live Patch CM14 Updated May 2026
Eden · Rank 1 club 5 of top 10 · 9 months running
Current Scenario Trackblazer: Start of the Climax Live now
Next Scenario Grand Live Grand Live follows Trackblazer. No confirmed Global date — projected late 2026 based on the 1.424x Global cadence.
Server Global Launched 2025-06-25
Release Pace 1.424x vs JP cadence

Current Banners

uma banner Ends 2026-05-18 Mejiro Palmer (Original) Niche Front Runner for Mile. Skip unless you want her — Bride banner with Curren Chan is live in two days.
support banner Ends 2026-05-18 Rice Shower (Power) + Riko Kashimoto (Friend) Rice Power is strong for long-distance. Rare Riko Friend is scenario-critical in Unity Cup and Trackblazer. May be too late to extract full value per source — borrow Riko if you can.

Upcoming

2026-05-18 Curren Chan (Bride) + Fine Motion (Bride) uma banner. Bride Curren is dominant on 1000m (League of Heroes track). Support side runs Urara + Ikuno Dictus — skippable.
2026-05-28 Inari One (Original) uma banner. Solid Dirt End Closer — next best after Christmas Oguri for 2000m Dirt CM. Support side runs Sakura Chiyono O + Admire Vega rerun (skippable).
~2026-06-25 1st Anniversary — Kitasan Black (Original) + Narita Top Road (Speed). 60 free uma pulls + 60 free support pulls. Kitasan is a long-duration staple. Narita Top Road is the best Trackblazer race-bonus Speed card. Single most important spend event for launch players.

Annual Carat Income

300,000 Carats / Year (JP baseline)

Approximately 300k Carats per year calculated on JP server. Global accelerated pace may compress or shift timing.

PvP at a Glance

Team Trials

Weekly 3v3 racing, 5 distance categories (Sprint/Mile/Medium/Long/Dirt). Promotion/demotion Monday JST. Up to 250 Carats/week.

Champions Meeting

Monthly 3v3v3 tournament, fixed track. Graded League (any rank uma) and Open League (B rank or worse). Up to 3600 Carats/month in Graded.

Sourced from global-ref-doc · banner-dates — updated 2026-05-16

Hard Pity 200 Pulls
Rate-Up SSR 0.75% ~150/pull avg to see one
Spark Cost 30,000 Carats per spark
Two Sparks ~50% MLB an SSR (400 pulls average for MLB)

Pull Philosophy

Support Cards

Support cards determine account power. Pull for cards you need MLB (stat-raising cards like Kitasan) with 2 sparks ready. Pull for skill-giving cards (like Bijin) with 1 spark, stop when you get the card. Banners with two SSRs generally better — avoid banners where random off-rates are SRs.

Uma Musume

Pull for umas you like, not for meta. Meta umas are only good on a few tracks. Winning every CM with a meta uma cannot offset a 30k Carat spark cost. Free sources (Daily Legend Races, pick tickets, off-rate from support banner pulls) supplement your roster over time.

Banner Calendar

Confirmed dates come from official Cygames announcements. Speculative dates are projected from the 1.424x Global-vs-JP cadence and may shift by days or weeks. Cross-check the official monthly schedule before pulling.

Date Uma Banner Support Banner EOG Verdict Notes
2026-01-05 Speculative
Oguri Cap (Christmas) + Biwa Hayahide (Christmas) Mayano Top Gun (Speed) + Narita Taishin (Wit) PENDING

Christmas Oguri is by far the strongest uma in the game. Narita Taishin Wit is a top chaser support card. Mayano Top Gun Speed has high race bonus and useful runner skills. This banner is extremely strong.

2026-01-15 Speculative
Fine Motion (Original) Manhattan Cafe (Stamina) PENDING

Fine Motion is a strong early Wit card even at low LB. Manhattan Cafe Stamina is crucial for long-distance betweener builds. Borrow slot increase unlocked this patch.

2026-01-22 Speculative
Tamamo Cross (Original) Nice Nature (Wit) + Oguri Cap (Power) (Rerun) PENDING

New Years banner (50 Uma pulls). Nice Nature Wit SSR is a good budget Wit card with 15% race bonus.

2026-01-29 Speculative
Haru Urara + TM Opera O (New Years) Matikanefukukitaru (Speed) + Admire Vega (Power) PENDING

New Years (50 Support pulls). Matikanefukukitaru Speed is the best Trackblazer racing card alongside Narita Top Road.

2026-02-18 Speculative
Mihono Bourbon (Valentine) + Eishin Flash (Valentine) Nishino Flower (Wit) + Sakura Bakushin O (Guts) PENDING

Valentine's Bourbon redefined Front Runners — mandatory for competitive play. Nishino Flower Wit is the first card with 30% training bonus. This is a top-priority banner.

2026-03-12 1st Anniversary
Kitasan Black (Original) + Matikanetannhauser (2*) Narita Top Road (Speed) PENDING

1st Anniversary — 60 free Uma pulls + 60 free Support pulls. Kitasan Black (original uma) is a top-tier Long Front Runner parent. Narita Top Road Speed is the best Trackblazer scenario race-bonus speed card.

2026-04-26 Confirmed
Nice Nature (Cheer) + King Halo (Cheer) Bamboo Memory (Guts) + Seeking the Pearl (Speed) PENDING

Nice Nature Cheer replaces OG as speed debuffer. King Halo Cheer was meta for 1-2 CMs.

2026-04-30 Confirmed
Ines Fujin (Original) Mr. C.B. (Wit) PENDING

Mr. C.B. gives End Closer gold. Ines Fujin is a solid Front Runner for Medium. Not urgently meta.

2026-05-10 Confirmed
Mejiro Palmer (Original) Rice Shower (Power) + Riko Kashimoto (Friend) PENDING

Rice Shower Power is strong for Unity Cup long-distance. Riko Friend is scenario-critical in Trackblazer / Unity Cup. This may be too late to extract value from them, per source.

2026-05-18 Confirmed
Curren Chan (Bride) + Fine Motion (Bride) Urara + Ikuno Dictus PENDING

Bride Curren is dominant on 1000m (League of Heroes track). Fine Motion Bride is a solid Mile Pace Chaser. Urara and Ikuno are not noteworthy as support cards.

2026-05-28 Confirmed
Inari One (Original) Sakura Chiyono O + Admire Vega (Rerun) PENDING

Inari One is a solid Dirt End Closer, next best after Christmas Oguri for 2000m Dirt CM. Sakura Chiyono O and Admire Vega are not worth pulling.

Ideal Pull Order JP-sourced · projected for Global

From JP hindsight — the banners most worth pulling for F2P players in order of value. Based on the Ideal Support Card Banner Pulls section of the Global Ref Doc.

01 URA Kitasan/Dia rerun Roll for Kitasan MLB — lasts until L'Arc
02 Unity Cup Riko/Rice (free pulls), Fuku/Ayabe or Top Road Roll on Fuku or Top Road for at least one
03 Trackblazer (1st Anniversary) Narita Top Road + 60 free pulls High — 60 free pulls included
04 Grand Live Hello/Tachyon (Scenario Banner) 1 pity — Hello stays meta, Tachyon falls off
05 Grandmasters Ramonu (becomes best Wit card) Roll
06 L'Arc Pasa/Mei (Scenario Banner) Roll — Pasa power creeps Kitasan
07 UAF Orfe/Ryoka (Scenario Banner) Both very strong
08 GFF Nishino/Yayoi + Still in Love Roll all three
09 Mecha Shakur/Daiwa + Rudolf/Ardan Roll both
10 Twinkle Legends Almond Eye/Legends (Scenario Banner) Almond Eye mostly power creeps Pasa

Sourced from global-ref-doc · banner-dates — updated 2026-05-16

Tiers are by card category. Score values are relative (higher = better for raising stats). Cards within ~20-40 score of each other: choose by skills. Race bonus breakpoints (especially 34%+) not factored into base scores — they can add ~25 score if they push you over a breakpoint.

Speed

18 cards
SS
Tokai Teio (Speed)
S
Admire Groove (Speed)
A
El Condor Pasa (Speed)
Sakura Bakushin O (Speed)
Maruzensky (Speed)
B
Kitasan Black (Speed)
Taiki Shuttle (Speed)
Still in Love is slightly better in practice than her score due to high SP gain. Palmer Speed is rated generously — requires 3 recoveries to activate unique bonus. Maruzensky has the highest cross-training bonus of any speed card; essential for runner decks.

Stamina

14 cards
SS
S
A
Mejiro Ryan (Stamina)
Super Creek (Stamina)
B
Satono Diamond (Stamina)
Mejiro McQueen (Stamina)
Welfare
Super Creek is the most accessible top stamina option for Global players currently. Despite age, she remains usable even in later meta as a second stamina card. McQueen gives better Long skills than Creek despite lower stat ranking.

Power

15 cards
SS
S
Nishino Flower (Power)
A
Seiun Sky (Power)
Winning Ticket (Power)
B
Vodka (Power SR)
El Condor Pasa (Power SR)
Mayano Top Gun (Power SR)
Admire Vega (Power SR)
Power cards are mainly chosen for skills. Nishino Flower is accessible on Global and gives the highest total training bonus of any card currently available (30%). Admire Vega SR has 15% race bonus — highest SR race bonus, useful for Trackblazer builds.

Guts

13 cards
SS
S
Fine Motion (Guts)
A
Curren Chan (Guts)
Gold City (Guts)
B
WelfareHaru Urara (Guts SSR) — best welfare card ever printed; stacked bonuses but 0 initial bond and no good skills. Still good for highrolling. Never sell.
Fine Motion Guts is the best freely available Guts card on Global at launch. Orfevre Guts is a major upgrade when it arrives — gives +1 stat bonus per card type in deck.

Wit

20 cards
SS
S
A
Narita Taishin (Wit)
B
Satono Diamond (Wit)
Fine Motion (Wit)
Mr. CB (Wit)
Mejiro Ramonu gives 35% friendship bonus + 20% training bonus (via unique, up to 4 speed skills). Best Wit card for Mile/Mid. Manhattan Cafe has 15% training bonus + 40% motivation bonus — crucial for Long betweeners and gives Kris S gold.

On Global Right Now

On Global right now (pre-Valentine Nishino/Ramonu), top Wit cards are Fine Motion (low LB usable), Nice Nature (Wit) — 15% race bonus, Narita Taishin (Wit) — top chaser card. Kitasan Black gives Arcline Professor as a universal gold — major skill card.

Each uma has multiple rating dimensions: racing style (1-5), Team Trials (1-5), Parent value (1-5). A '5' in racing = top 5 umas on at least one track. A '5' in parent = best inherit for some style on some track, basically mandatory.

Racing rating (1-5)

5Top 5 umas on at least one track, or similar strength
4Significantly stronger than Summer Maruzensky benchmark on certain tracks
3Roughly equal to Summer Maruzensky best case
2Usable but weaker than tier 3
1Pet pick only

Parent rating (1-5)

5Best inherit for some style on some track — basically mandatory
4Highly desirable for some umas, not among absolute best
3Consistent ~0.25 speed or equivalent
2Consistent ~0.15 speed or equivalent
1Not worth buying

Racing Umas

Oguri Cap (Christmas) 5/5 4/5
Pace Chaser5Late Surger5End Closer5Front Runner4

Far and away the strongest uma in game. Requires exactly 3 recoveries timed precisely. Basically immune to stamina debuffs.

Silence Suzuka 5/5 2/5
Front Runner5

Best Runaway; blocks other Front Runners from using Seiun's unique. Used frequently in CM.

Tokai Teio (Original) 5/5 3/5
Pace Chaser5

After evolutions, rivals NY Kitasan and XOguri on some Medium CMs.

Agnes Digital (Original) 5/5 4/5
Late Surger5

Flexible Turf/Dirt. Strong on many tracks. Priority in Daily Legend Races.

Taiki Shuttle (Original) 3/5 5/5
Pace Chaser5

Unique is very strong on certain tracks; gives acceleration. Frequently paired with Nishino Flower as dual parents.

Narita Taishin (Original) 5/5 2/5
End Closer5

Original holder of Encroaching Shadow. Still meta for some Mile tracks.

Smart Falcon (Original) 5/5 2/5
Front Runner5

Best Dirt uma at launch. Even after Copano Rickey, remains viable. All skills consistent for Team Trials.

Top Parent Umas

Seiun Sky (Original) 5/5

Forever useful. Front Runner parent in basically every Medium/Mile track. Some Pace Chasers also want her unique.

Mejiro Ryan (1*) 5/5

Almost always used for Late Surgers and End Closers where spurt starts on corner. Usually Ryan + Dober as dual parents.

Mejiro Dober (Original) 5/5

Late Surger/End Closer unique requires 5th or 6th — more consistent than Ryan's 6th. Mandatory parent on many tracks.

El Condor Pasa (2*) 5/5

Pasa unique is great for CM Front Runners when spurt starts on/near final straight. She herself has Front Runner E.

Kitasan Black (Original) 5/5

Long Front Runner parent. Unique activates instantly like Seiun but for Long. Also strong racer.

Maruzensky (Original) 5/5

Front/Pace parent for Medium tracks. Her unique inheritable on Late/End where it provides accel after passing.

Mihono Bourbon (Valentine) 4/5

Redefined Front Runners. Midleg unique + midleg gold + Groundwork built in. Unique also good to inherit on other Fronts.

Debuffers

Speed Debuffer
Top Umas
Nice Nature (Cheer)
Grass Wonder
Symboli Rudolf
Key Skills
Petrifying Gaze (gold, -0.25 m/s)Dominator (Medium-specific, gold)Keen Eye (Mile-specific, gets buffed later)Hesitant whites (-0.15 m/s each)

Speed debuffs always activate. Gold speed debuff = -0.25 m/s equivalent to negative Medium Corner skill.

Stamina Debuffer
Top Umas
Nice Nature (1*)
Mayano Top Gun (Wedding)
Halloween Super Creek
Halloween Rice Shower
Key Skills
All-Seeing Eyes (gold)Mystifying Murmur (Medium-specific, strongest debuff)Stamina Siphon (Long-specific)Flustered / Subdued whites

Each gold stamina debuff lowers stamina by 3%. Nice Nature alone can lower one style by 8% in Medium. Gold recovery = +5.5% for reference — stamina debuffs can completely ruin underprepared umas.

Acceleration Debuffer
Top Umas
Gold City (Autumn Festival)

Only acceleration debuffer currently in game. Potential is high but inconsistent — used as gambling support. Comes into relevance once Summer Gold Ship released.

Scenario-linked Friend/Group cards are mandatory in their scenario. Use the R or SSR version of the current scenario's Friend card — borrowing SSR is valid alternative. Group cards follow Passion Zone mechanics.

Scenario Friend / Group Card Status
Unity Cup Kashimoto Riko Not required but strong
Grand Live Light Hello Necessary
Grandmasters 3 Goddesses Necessary
L'Arc Satake Mei Necessary
UAF Ready Go! Tsurugi Ryoka Necessary
Great Food Festival Akikawa Yayoi Necessary
Mecha Umamusume None Free deck slot!
Twinkle Legends 3 Legends Necessary
Design Your Island (DYI) Tucker Brine Necessary (3LB+)
Yukoma Hot Springs Hoshina Kiyoko Necessary

Support card tiers use community simulation scores as the quantitative baseline. Uma tiers use community per-uma review ratings. Both methodologies are explicit that skill value often exceeds pure stat rankings. Cards within 20-40 simulation score should be chosen by skills. Global players should weight older scenarios more heavily until newer scenario cards arrive. · sourced from global-ref-doc · support-card-eval · updated 2026-05-16

CM14 · Live Cycle

CM14 Mile — NHK Mile (Tokyo 1600m)

Distance 1600m
Type Mile
Venue Tokyo
Direction Left
Season Spring
Ground Firm
Weather Sunny

Guts will be extremely important on this track because the final straight is 500m and Dueling gives acceleration. That said, you are not forced into a pure Guts deck.

Stat Goals

Speed 1,200
Stamina 601
Power 1,100
Guts 901
Wit 1,000

Style Strength

01 Front
02 End
03 Pace/Late

Acceleration by Style

Front
Angling X Scheming gold
Seiun Sky
Victoria Por Plancha gold
El Condor Pasa
Pace
Budding Blossom gold
Nishino Flower
Head-On white
Late
Let's Pump Some Iron! gold
Mejiro Ryan
Tracen Cheer gold
King Halo

These skills are entirely dependent on whether you can fulfill the positional requirements while End Closers push you up in positioning.

End
Tracen Cheer gold
King Halo
Red-Shift / Budding Blossom gold
Maruzensky / Nishino Flower
Straightaway Spurt white

Notes

  • Nimble Navigator / No Stopping Me! is more of a gamble on this track because the final corner is in the mid race. All umas spread out before the skill's conditions can activate.
  • Speed Eater is an extremely strong skill for Front Runners and is one of the reasons Front will be the strongest style here.
  • Uma Stan is not as important due to the shorter length of the track.
  • Corner skills are fairly strong due to speed carryover.
  • Speed Star and Full of Vigor are Final Corner skills, but they only last 1.8s — fairly big gamble to hit the speed carryover. It is fine if you can't fit Bamboo Memory (Guts) or Fine Motion (Wit) into your deck.

Recommended Decks

Standard 2 Speed / 2 Flex / 2 Wit

Flex slots should be 2 Guts cards to hit 901 Guts.

Guts-heavy (End Closer) 1 Speed / 3 Guts / 2 Wit

Easier to use on Speed/Power growth rates. Pushes additional Guts to win duels. Common for End Closers — you want both Daring Strike (Mr. C.B.) and Full of Vigor (Bamboo Memory). Daring Strike > Full of Vigor unless you are worried about pushing into 5th.

Notable Umas

Maruzensky (Summer)
Smart Falcon (Original)
Mihono Bourbon (Valentine)
Taiki Shuttle (Original)
Nishino Flower (Original)
Narita Taishin (Original)
Inari One (Original)

EOG editorial — Soul's CM14 Writeup · updated 2026-05-16

CM14 · Trainee rankings

CM14 Trainee tier list

S

Front Runner

Maruzensky (Summer)
Mihono Bourbon (Valentine)
Smart Falcon

End Closer

Narita Taishin
Oguri Cap (Original)
King Halo (Cheerleader)
A

Front Runner

El Condor Pasa (Original)
Seiun Sky (Original)

End Closer

Tamamo Cross
Agnes Digital
B

Pace Chaser

Nishino Flower
Taiki Shuttle
El Condor Pasa (Original)
Oguri Cap (Original)

Late Surger

King Halo (Cheerleader)
Mejiro Ryan
Oguri Cap (Original)

Brackets

Graded League

Any rank uma. Recommended for players who can make A-rank umas. Rewards significantly higher — 3rd in Graded Finals roughly equals 1st in Open Finals.

Open League

B rank and below only. In Open League, Stats > Skills. During Open CMs like Taurus Cup (2400m), many B-rank builds take only Swinging Maestro as a skill and put rest into stats.

Format Detail

Rounds First two rounds: 2 days each, 4 entries per day (5 races per entry), 8 total chances to score. Best score matters — keep entering after advancing to Group A. Final round: single race. 12-hour registration window after Round 2.
Rewards Up to 3600 Carats/month winning everything in Graded League. Coming in last in Open League final is still worth entering — even losses reward Carats.
Matching Race matching is asynchronous — opponents' umas are preset, races may occur while opponent is offline.

Core Framework

Acceleration at spurt start. A 3s gold speed skill gains ~3.17m. Seiun Sky's unique gains ~10.3m. Acceleration skills trump speed skills by ~3x. Track analysis determines which umas and accelerations are viable.

Key Variable Where the final leg (spurt) starts determines which acceleration skills work. Final corner vs. final straight vs. mid-corner vs. late corner each favor different umas and skills.

Style Guides

Front Runner
Key Skill Groundwork — accelerates from race start after activating 3 greens. Gets Fronts to the front. Must-have.
Key Accel Seiun Sky unique — works when last spurt starts on corner, requires 1st place. Most powerful accel in game. Paired with mid-leg speed skills to maintain lead.
Distance All Medium and Mile G1s start spurt on corner — Seiun viable. All Long G1s start on straight — Kitasan unique used instead.
Runaway Runaway (Silence Suzuka) is an extreme Front Runner that prevents other Fronts from using Seiun unique. Also buffs your Pace Chasers.
Counter Seiun Bully: build with 1200 Power + 1200 Wit, ignore Speed, stack midleg skills to prevent opponent Fronts from maintaining 1st place.
Pace Chaser
Key Accels
Maruzensky unique (final corner, requires positions 1-5)Taiki Shuttle unique (early/mid final corner, requires positions 3-5)Nishino Flower unique (late final corner, works 1-5)Halloween Creek unique (early final straight)
Track Matching Maru + Taiki work when spurt starts just before/early into final corner. Nishino works for late-corner spurts. Select parents based on track.
Downhill Pace Chasers have an acceleration skill for Kyoto downhills — strong on Kyoto Medium tracks.
Late Surger
Key Accels
On Your Left! (from Nice Nature SSR card)Mejiro Ryan unique (final corner, requires 6th place)Mejiro Dober unique (final corner, requires 5th or 6th)Burning Spirit PWR (Unity Cup scenario)Gold City unique (gambling)Furious Feat (Mile only, from Oguri Card)Rise from the Ashes (Medium)
Strategy High variance style. Stack as many acceleration skills as possible and hope one lands at spurt. Do not over-invest in midleg speed — allow natural drift to 5th/6th for Ryan/Dober triggers.
Carryover Speed skills active at spurt start carry into acceleration phase. Even 0.1s leftover duration carries your speed advantage.
End Closer
Key Skills
Straightaway Spurt / Encroaching Shadow — activation on straight during spurtEncroaching Shadow gold exclusive to Narita Taishin currently
Difference Cannot use On Your Left! unlike Late Surgers. Compensated by Straightaway Spurt. Best on tracks where spurt starts on or near a straight.
Debuffer
Build Wit is the only important stat. 500/300/900/300/1200 works at any distance. Train in URA scenario (Unity Cup flames hide hint indicators).
Priority Speed debuffs (always work) vs stamina debuffs (stronger when they hit). Stamina debuffs on Medium and Long tracks can completely remove a target from contention. Gold stamina debuff = -3% HP per skill.
564 Synergy Summer Gold Ship unique (564) is game-changing for debuffers. Triggers a random gold. Keep no non-debuff golds in kit — ensures 564 always fires a debuff.

Christmas Oguri — Special Mechanics

Special section warranted by her unique mechanics. Trigger unique by using exactly 3 recoveries — recovery selection determines timing of her acceleration. High Wit critical for consistency.

Universal

Burning Spirit STATriple 7sMaestroBreath of Fresh Air

Front

Restless

Pace

GourmandRace Planner

End Closer

After School Specialist

Medium

Miraculous Step

Long

CooldownMcQueen Wit skill

In CM use exactly 3 specific recoveries. In Team Trials add as many as possible — timing irrelevant.

Team Building

Front Synergy Two Front Runners outperform one — they compete for position, making both run faster. In tracks where Fronts are weak, add one anyway to prevent a Pace Chaser getting the accidental Front buff.
Debuffer Role Sacrificial Front Runner (low stamina, dies late to trigger backline uniques) is a viable third slot. Seiun Bully (Power/Wit focused, midleg spammer) can neutralize opposing Front Runners.
Open League Stats > Skills in Open League. Avoid leveling unique skill (adds points to uma's score). Keep star count low. S aptitude does not add points — free upgrade.

Unusual Strategies

Urara + McQueen Place Haru Urara on a Turf track. Her Distance deficit forces 'distance_diff_rate' skills into chaos. McQueen's unique condition (distance_diff_rate <= 30) triggers even as Late Surger/End Closer. Speed carry-over into spurt makes it potent on tracks where McQueen unique lasts into spurt start.

Overall G1 distribution: Corner spurt 76.7% (Final Corner 63.3%), Straight spurt 23.3%. Front Runners dominant in corner-spurt environments; End Closers favor straight or early-corner spurts.

Sprint 2 G1 tracks
Track Spurt Start
Nakayama 1200m (Sprinter's Stakes) Late Final Corner
Chukyo 1200m (Takamatsunomiya Kinen) Final Straight, inconsistent Downhill + Uphill
Mile 3 G1 tracks
Track Spurt Start
Hanshin 1600m (Asahi Hai / Hanshin JF / Oka Sho) Very Late Final Corner
Tokyo 1600m (NHK Mile / Yasuda / Victoria Mile) Very Late Final Corner then Final Straight
Kyoto 1600m (Mile CS) Late Final Corner
Medium 7 G1 tracks
Track Spurt Start
Nakayama 2000m (Hopeful Stakes / Satsuki Sho) Corner
Kyoto 2000m (Shuuka Sho) Downhill + Corner, Final Corner shortly after
Tokyo 2000m (Tennosho Fall) Late Final Corner
Hanshin 2000m (Osaka Hai) Corner, Final Corner shortly after, inconsistent Downhill
Kyoto 2200m (QE2 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 3 G1 tracks
Track Spurt Start
Nakayama 2500m (Arima Kinen) Straight, Corner shortly after
Kyoto 3000m (Kikka Sho) Straight, Corner shortly after
Kyoto 3200m (Tennosho Spring) Straight
Dirt 5 G1 tracks
Track Spurt Start
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

Sourced from global-ref-doc · updated 2026-05-16

Scenario 1 · Baseline

URA Finale Update

The baseline scenario. Low stat ceiling but the fastest to run. Primarily used for debuff builds and fast fan farming. Avoid Wit card builds in URA unless whaling — too hard to bond.

Deck Templates

sprint
Composition 4 Speed 2 Power
Target Stats 1200 Speed / 500 Stamina / 1200 Power / 300 Guts / 500 Wit
Inherit Wit and some Stamina
Note Sprint is the first distance where Wit cards become viable.
mile / dirt
Composition 4 Speed 2 Power (or swap Power for Stamina)
Target Stats 1200 Speed / 800 Stamina / 900 Power / 300 Guts / 400 Wit (OR 1200/600/1000/300/400 with 1 gold recovery)
Inherit Stamina
medium
Composition 4 Speed 2 Power OR 4 Speed 1 Speed 1 Stamina
Target Stats 1200 Speed / 900 Stamina / 800 Power / 300 Guts / 400 Wit + Swinging Maestro
Inherit Power
Note Super Creek is typically required for Medium — borrow if you don't own.
long
Composition 3 Speed 1 Power 2 Stamina (or 2 Speed 2 Stamina + McQueen)
Target Stats 900 Speed / 1200 Stamina / 600 Power / 400 Guts / 400 Wit + 2-3 gold recoveries
Inherit Power
Stamina is more important than Speed. 1200 Speed 500 Stamina is 3 seconds (~30 lengths) slower than 500 Speed 1200 Stamina on Tennosho Spring (3200m).
debuff
Composition URA scenario is preferred for debuff builds — flames in Unity Cup hide hint indicators
Target Stats 500 Speed / 300 Stamina / 900 Power / 300 Guts / 1200 Wit (any distance)
Card Setup Cards that give Subdued, Flustered, Hesitant hints. Symboli Rudolf card gives all 4 Subdued hints.
Strategy Buy all hints — anything that clears a skill from the pool increases debuff hint probability.

Stamina Chart

All values use 1200 Speed, 1200 Power, 600 Wit, no downhills, no skills except heals. Downhills reduce requirement by up to 150 on some tracks. Career mode has invisible +400 all stats bonus that reduces these significantly.

Distance Front Pace Late End
Short 1400m 570 540 500 510
Mile 1800m (no heal) 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

Recovery Consistency

These numbers assume heals activate. At 600 Wit: 1 gold recover = 85% chance, 1-of-2 golds = ~97.8%, 2 golds = 72.3%, 1-of-3 = ~93.9%, 2-of-4 = ~98.8%.

Advanced Tips

Bonding Prioritize trainings that level up the stats you want. Wit training costs no energy — pick it when approximately equal. Guts costs most energy — avoid unless excellent.
Mood If raising mood requires 10+ subsequent good training turns to be worth it, do it. Near guaranteed mood-up events (Late March Classic, Summer rests) reduce need for dates.
Rainbows With 5+ Speed cards: single Speed rainbow is not special. Prioritize rare Power/Stamina rainbows. Never risk training on >27% fail chance unless stats gained are 2x the fail %.
Races G1s give 2.86 stats per energy equivalent. Only skip a G1 if you have triple rainbow or equivalent.

global-ref-doc URA scenario and support card builds sections

Scenario 2 · Unity Cup

Unity Cup

Superior to URA for competitive umas. Introduces Explosions that boost your training team's stats. Training level scales off your team's average stat — winning Unity Cup races is critical. Hint indicators are hidden by Explosion flames — train debuff builds in URA instead. Group card mechanics (Passion Zone) first become meaningful here with Riko.

ETA: ~2025-11-06 (banner-dates CSV: Matikanefukukitaru FA + Riko Kashimoto Friend banner)

Explosions

Energy Cost Increased by (Explosions * 6) + (Flames - 1) over base. Pal cards do not reduce this extra cost.
Stat Boosts Explosions give large stat boost to all training team members based on explosion type (150 primary stat + cross-bonuses). Your uma gets moderate boost for the trained stat.
Training Levels Levels up when team's average stat hits thresholds: Lv2=200, Lv3=340, Lv4=510, Lv5=610. Target: main stat training reaches Lv4 by start of Year 3.
Race Critical Win each Unity Cup race for +50 all stats to your team. Losing gives only +10. Missing a win = ~3000 total stats lost across all training members.
Race Strategy Fight top team first 3 races, middle for 4th (to minimize loss risk). If bad start, do middle-top-top-top.

Deck Templates

sprint
Standard 4 Speed 2 Power
Wit Upgrade 4 Speed 2 Wit (when you have MLB Wit SRs)
Target Stats 1200/500/1200/300/400 standard; 1200/500/1000/300/1200 with Wit
mile / dirt
Standard 4 Speed 2 Power
Wit Upgrade 4 Speed 2 Wit
Target Stats 1200/700/1100/300/400 standard; 1200/700/900/300/1200 with Wit
medium
Standard 4 Speed 1 Stamina 1 Power
Recovery Build 4 Speed 1 Stamina 1 Wit (for umas with built-in recovery)
Target Stats 1200/800/1000/300/400 + 1 Gold Recovery standard; 1200/500-600/800/300/1000 + 2 Gold Recoveries for Wit build
Note Fuku Wit SR gives consistent gold for Medium Team Trials via scenario link.
long
Standard 3 Speed 1 Stamina (Rice) 1 Power 1 Friend (Riko)
Alternate 3 Speed 2 Stamina 1 Friend
Target Stats 1200/900/1000/400/400 + 2 Gold Recoveries
Riko Rare Riko is very strong — use her over SSR if needed. She remains meta in Trackblazer and can even be used in Grand Live.
Key Note Rice Shower gives 2 Gold Recoveries in Unity Cup only. This makes Long much more manageable.

Multi-Pal Variant

3 Speed 1 Power 2 Pal cards — experimented with to great effect. Even 3 Pal cards has shown decent results.

Group Card Mechanics

Effect Group card rainbows on any training while in Passion Zone. Also prevents Slacker/Night Owl statuses.
Enter Methods
  • Random date unlock with group card (quit if not unlocked in Year 1)
  • Final date with group card (controlled trigger)
  • Random after training while not in Passion Zone
Strategy Save final date for just before Summer to maximize rainbow benefit. Use whistles (Trackblazer) in coordination.
Exit Timing Exits after 2-5 turns randomly.

global-ref-doc unity cup scenario section

Scenario 3 · Current Best

Trackblazer: Start of the Climax

High-power scenario — most builds can succeed. Racing heavily incentivized. Target 25+ races per run (raises The First Star by 20%). Best approach is race-bonus build with 2 Speed + 2 Wit + 2 Race Bonus cards, targeting 40+ races.

Race-Bonus Build

Scenario Link Card Borrow Matikanefukukitaru Speed (or Narita Top Road). These are the top Trackblazer Speed cards.

Standard Builds

Sprint / Mile / Dirt
Early 4 Speed 2 Power (borrow Mati Speed or Narita Top Road). Targets: 1200/500-700/1200/300/400
Intermediate 3 Wit 2 Speed 1 Power (when MLB Wit SRs available). Targets: 1200/500-700/1000/300/1200
Mid / Long
Early 3 Speed 2 Stamina 1 Power (borrow Creek). Targets: 1200/see chart/800/400/400
Intermediate 2 Speed 2 Wit 1 Stamina 1 Power. Targets: 1200/see chart/800/400/1000

Race Schedule

Race as much as possible from bond completion through first Summer. Race-rest-race-rest pattern (with cream to cure Rough Skin). Ignore Race Bonus card bond entirely — they are here only for race bonus, not training.

sprint / mile

Sprint+Mile Umas: 30 races, nicknames Lightspeed Sprinter (30), Highspeed Miler (30), Virtuoso Sprinter (20)

mile / medium

Mile+Med Umas: Heroine (20), Princess Uma (20), Queen Uma (30), Highspeed Miler (30)

medium / long

Med+Long Umas: Charismatic Uma (20), Wonderful Uma (30), Best Uma (30), Legendary Uma, Spring/Autumn/Shield Champion

dirt

Dirt Umas: Dirt Master, Dirt Sprinter, Expert Horsegirl, Dirt G1 titles (70 total)

Item Priority

Always Buy

  • Energy Items
  • Whistle (reshuffles supports — save for Summer double rainbow fishing)
  • Megaphones (60% and 20% — skip the small one usually)
  • Ankle Weights (use on double+ rainbows with active megaphone)
  • Talisman (race on 0 energy without punishment)
  • Stat Books (buy for stats without cards)
  • Grad Cap (gives Sharp/Fast Learner — 10% skill cost reduction)
  • Hammers (use on G1s — save 1-2 for final 3 races)

Buy Early

  • BBQ (+5 all bond)
  • Training Level Ups (for stats that can rainbow)
  • 20% Megaphone (early boost during bonding)

Keep Around

  • Cupcakes (offset mood downs)
  • Cream (cures Rough Skin, lets you race 3+ in a row)
  • Cure-All Drink

Do Not Buy

  • Small Max Energy
  • Cat Food
  • Good Condition Items (overpriced)
  • Pre-emptive Cure Items

Guaranteed Events

Year 2

  • Early Feb — Mood Up
  • Early March — +20 Energy
  • Late September — Mood Up

Year 3

  • Late June — +20 Energy
  • Early October — Mood Up
  • Late December — +30 Energy

Pace Guide

  • Rainbow + important bonds > G2/G3 in Year 1
  • 43 stats base > G2/G3 at any point
  • 70 stats base > G1 (skip G1 for this training)

global-ref-doc Trackblazer: Start of the Climax scenario section

JP-future content. Sources flag these for forward-looking context only — no operational guidance until Global reaches each scenario. Dates derived from the 1.424x Global cadence.

Scenario 4 · JP-Future

Grand Live (Scenario 4)

StatusJP-future — arrives after Trackblazer, preceded by Light Hello mandatory Friend card

  • Light Hello Friend card becomes mandatory — pull 1 pity on Hello/Tachyon banner. Tachyon falls off, Hello stays meta.
  • Maruzensky + Fine Motion rerun banner is excellent — one of the best banners in the game.
  • This is where Group card mechanics become essential with Light Hello.
  • Runaway racing style becomes properly usable starting this scenario (added mechanically in Trackblazer).
Scenario 5 · JP-Future

Grandmasters (Scenario 5)

StatusJP-future — arrives at 2nd Anniversary (~2027-03-12 Global per version history data)

  • Evolution Skills (Evo Skills) added at 2nd Anniversary — gold skills get special pink upgraded versions. Changes the entire meta.
  • Balance changes to umas arrive with Evo Skills — many umas improve significantly.
  • Affinity changes: Race bonus only considers G1s from this point.
  • Ramonu Wit card becomes the best Wit card. Roll on Ramonu banner.
  • 3 Goddesses Group card becomes mandatory — pull for Scenario Banner.
  • Bourbon/Laurel banner — 1LB Bourbon for Front Runner skill (LoH meta).
  • After Kitasan, support card quality starts rising significantly — Grandmasters marks where F2P must start being careful about pulls.

Scenarios Beyond Grandmasters

S6 Project L'Arc JP-future
S7 UAF Ready Go! JP-future — introduced at 3rd Anniversary
S8 Great Food Festival JP-future
S9 Mecha Umamusume JP-future — no mandatory Friend/Group card
S10 Twinkle Legends JP-future — 4th Anniversary scenario
S11 Design Your Island JP-future — overpowered stat gains, pick deck by skills not stat scores
S12 Yukoma Hot Springs JP-future — latest scenario as of source date

Scenario Progression

Always play the newest available scenario for competitive umas. Use URA for debuff builds and fast inheritance. Skipping a scenario is not a big deal — power creep between scenarios is real but not catastrophic.

Power Creep Uma trained with current meta DYI deck vs uma trained with pre-L'Arc cards: stats comparable, but skill quality is vastly different. Skill selection is the main difference, not raw stats.

All Scenarios

01 URA Finale Update Current / Available
Debuff buildsFast fan farmingInheritance runs
02 Unity Cup Upcoming ~2025-11-06
Competitive racing umasLong-distance builds
03 Trackblazer: Start of the Climax Current best scenario
All-purpose competitive umasRace-bonus builds
04 Grand Live JP-future
Future context only
05 Grandmasters JP-future — introduces Evo Skills and balance changes at 2nd Anniversary
06 Project L'Arc JP-future
07 UAF Ready Go! JP-future — introduced at 3rd Anniversary
08 Great Food Festival JP-future
09 Mecha Umamusume JP-future — no mandatory Friend/Group card
10 Twinkle Legends JP-future — 4th Anniversary scenario
11 Design Your Island JP-future — overpowered stat gains, pick deck by skills not stat scores
12 Yukoma Hot Springs JP-future — latest scenario as of source date

Scenarios are the training game modes. Scenarios 1-3 (URA, Unity Cup, Trackblazer) have full strategy coverage from the Global Ref Doc. Scenarios 4+ (Grand Live onward) are JP-future content on Global — only forward-looking guidance is available. · sourced from global-ref-doc · updated 2026-05-16

Compatibility System

Overall compatibility (◎/○/△) is the sum of individual compatibility scores across your entire lineage. The individual score per parent or grandparent is what drives actual gene proc rates, a ◎ overall can mask a weak grandparent that tanks proc rates on that branch.

Great
> 150 pts
Maximum proc rates. All 6 blue stats on average.
Good
51–150 pts
Average 4–6 blue stats. Reduced gene proc rates.
Poor
< 50 pts
Floor of 4 blue stats. Significantly lower proc odds.

Building Compatibility

SourcePoints
Shared G1 race win+1
Shared G2 race win+1
Shared G3 race win+1
Title bonus (per title)+1

No bonus for winning the same race twice. One win per race, regardless of Classic or Senior.

TitleRequired Races
Classic Triple CrownSatsuki Sho · Japanese Derby · Kikuka Sho
Triple TiaraOka Sho · Japanese Oaks · Shuka Sho
Spring Senior Triple CrownOsaka Hai · Tenno Sho (Spring) · Takarazuka Kinen
Autumn Senior Triple CrownTenno Sho (Autumn) · Japan Cup · Arima Kinen
Tenno SweepTenno Sho (Spring) + Tenno Sho (Autumn)
Dual Grand PrixTakarazuka Kinen + Arima Kinen
Dual MilesYasuda Kinen + Mile Championship
Dual SprintsTakamatsunomiya Kinen + Sprinters Stakes
Dual DirtChampions Cup + February Stakes

Full list at U-Tools: xn--gck1f423k.xn--1bvt37a.tools/announcements/3

Strategy

  • Overlap as many G1, G2, and G3 races as possible across the entire lineage.
  • Pair Crown-route Umas with Crown-route parents; Tiara with Tiara.
  • Stack title bonuses. Triple Crown + Autumn Triple Crown can add 2 points per parent-GP link.
  • In Trackblazer scenario, 50–63 bonus race points are achievable for mile/mid Umas.
  • Super Parents (60+ overlapping wins) are buildable on Global in the legacy affinity system.

The Inheritance Formula

base_rate × (1 + individual_compat / 100) = final_proc_rate

Grandparent proc rates are roughly half of parent rates. GP compatibility is weighted lower by design.

Example 3★ Green at 200 individual compat: 15% × 3.0 = 45%

Planning Resources

Gametora Compatibility Switch to Global at top-left ↗ Visit
mee1080 Compat Table Base compatibility between Umas ↗ Visit
derpiederp Global Sheet Legacy system calculator for Global ↗ Visit

Scenario Tier List

Trackblazer: Start of the Climax Prime Window
Auto Time 45–60 min
SP Range 2,000–2,500
Scenario Genes
StaminaGuts

The premier Global parenting scenario. Farm aggressively before the affinity rework makes G2/G3 races worthless.

  • Stack 50–63 bonus compatibility race points with a mile/mid Uma.
  • Climax genes grant Stamina + Guts, the strongest combination.
  • Umas without mile aptitude are severely limited here.
  • G2/G3 races will lose compatibility value when the JP-style rework reaches Global, this window closes.
Grand Masters Active
Auto Time ,
SP Range 3,000+
Scenario Genes
SpeedPower

Decent SP yield. Lower ceiling for compatibility building compared to Trackblazer.

  • Expect 3,000+ skill points.
  • Goddess card provides access to Uma Konomi and similar mid-run skills.
  • Stamp collection RNG introduces inconsistency.
  • Not all Umas benefit equally from stamp mechanics.
L'Arc Niche Use
Auto Time 15 min
SP Range 2,500–3,500
Scenario Genes
StaminaPower

Niche tool for bridging incompatible aptitude ranges. Hard-capped at ~16 overlap races.

  • Temporarily grants all Umas A-rank Turf and Mid-distance aptitude for the scenario.
  • Use this to pair short/mile Umas with mid/long parents without tanking compatibility.
  • The scenario aptitude buff does NOT make Turf/Mid genes eligible, you must raise those naturally.
  • Mini genes cover all 5 stats individually.
  • Requires at least 2 Speed cards + Mei friend card; weak decks will drop scenario races.
Unity Cup Active
Auto Time 20–30 min
SP Range 1,000–1,500
Scenario Genes
PowerInt

Only worth running if specifically targeting Unity Cup Power/Int scenario genes or the Int gene for Nige meta.

  • Riko support provides ~150 Stamina + 100 Guts from events regardless of deck.
  • Lower energy consumption and fewer rest turns than URA.
  • Max rank is S+ without heavy whale investment.
  • Unity Cup Int gene remains relevant for Nige/Runner builds.
URA Active
Auto Time 20–30 min
SP Range 1,000–2,000
Scenario Genes
SpeedStamina

Baseline option. Worth running only for URA-specific essence skills.

  • Post-rework scenario genes are improved.
  • レースの真髄・低 (Race Essence Low) is a top-tier inheritable skill unique to this scenario.
  • Difficult to roll SS grade consistently.
  • Auto-run enabled.

Inheritance Formula

base_rate × (1 + individual_compat / 100) = final_proc_rate

3★ Green, 200 compat 15% × (1 + 2.0) = 45%
3★ White, 150 compat 9% × (1 + 1.5) = 22.5%
3★ Race, 100 compat 3% × (1 + 1.0) = 6%

Base Proc Rates (0 compatibility, multiply by formula above)

Gene Type1★ Base2★ Base3★ Base
Blue Stats70%80%90%
Red Genes & Aptitude Whites1%3%5%
Green (Unique Skill)5%10%15%
Race Genes1%2%3%
White Skills / Scenario / Hidden3%6%9%

Source: Polaris (@BourBon_Polaris) 100-run controlled dataset. Gold inheritance event is a visual indicator that a 2★ or 3★ procced, no additional mechanic.

Blue · Red · Green · White

Blue Genes Stat Bonus

Generated at run end. One stat is selected at random (20% per stat), then star quality is determined by that stat's rank. Both initial inheritance and mid-run inheritance give stat bonuses.

3★ only possible at B rank (600+) or higher. Below that: 0% 3★ chance.
20% per-stat roll, you cannot target a specific stat directly.
S rank Ground aptitude grants +5% Power bonus. S rank Distance grants +5% Speed bonus.
All 6 blue stats proc on average at ◎ compatibility.

Star Quality by Stat Grade

Score RangeRank3★ Chance
1,200+SS+10.4%
1,150–1,199SS+10.7%
1,100–1,149SS11.0%
1,050–1,099S+4.5%
1,000–1,049S5.2%
900–999A+6.4%
800–899A6.0%
700–799B+6.5%
600–699B5.5%
< 600C+0%
Red Genes Aptitude

Generated from any aptitude at A rank or higher. Probability is split equally among all qualifying aptitudes. S rank does not affect generation odds. Mid-run: a hidden 1–5 point roll determines aptitude gain.

Must be at A rank to be eligible for generation.
Odds split equally across all A+ aptitudes, fewer A stats = better targeting.
S rank does NOT improve generation probability.
Mid-run hidden value (1–5) determines how much aptitude increases.

Star Quality (fixed, all grades)

StarsRate
3★10%
2★70%
1★20%
Green Genes Unique Skill

Guaranteed to generate if the Uma is 3★ or higher. Star quality follows the same grade-band mechanics as white genes. Unique skill level does NOT affect star quality, this was debunked. Inherited unique skills cannot be passed down as white genes.

Guaranteed generation at 3★+ Uma.
Star quality tied to Uma grade band, not unique skill level.
Inherited unique skills do not produce white gene lineage bonuses.
Even at △ compatibility, initial green inheritance is unaffected.

Star Quality by Uma Grade Band

Grade Band1★2★3★
Below SS (< 17,500)50%45%5%
SS to UE (> 17,500)20%70%10%
UE and above17.5%70%12.5%
White Genes Skill Gene

Generated from skills learned during the run. Must learn the skill during training. Only base versions generate, no Gold versions. Having the same skill in parent lineage increases generation odds exponentially (not linearly).

Must learn the skill during the run. Skills from inheritance events do not count.
Gold version of a skill raises base generation rate to 40–70%.
Lineage bonus is exponential: each parent with the same gene multiplies odds by ~1.1×.
Scenario genes follow the same white gene rules.

Generation Rate by Skill Type

TypeBase MinBase MaxPer Lineage
White skill20%35%×1.1 per
White skill ★25%40%×1.1 per
Gold skill40%70%×1.1 per
Race gene20%35%×1.1 per
Scenario gene~20%~30%×1.1 per

Farming Strategies

Blue Genes

Push one stat to SS; accept the 20% lottery on which gets picked.

  • Target SS+ in your primary stat for best 3★ odds (~10% per roll × 20% selection = 2% for a specific stat).
  • B rank (600) is the hard floor for 3★ eligibility. Below that, only 1–2★ possible.
  • Stack stat-specific support cards to push the target above 1,000.
  • The 9★ (3★+3★+3★) target: pair one 3★ rental grandparent with one 3★ internal parent.
  • After Trackblazer/later scenarios, all-SS statlines are achievable, plan decks accordingly.

Red Genes

Fewer A aptitudes = better targeting. Plan before the first turn.

  • Priority order: Distance > Ground > Strategy.
  • S rank Distance = +5% Speed bonus in races. The single most impactful red gene for PvP.
  • S rank Ground = +5% Power. Universal applicability across all Umas and distances.
  • S rank Strategy = +10% bonus, disproportionately strong for Nige (Runner) due to Position Keep mechanics.
  • Count every A aptitude before starting. Each one dilutes the probability of getting the one you want.
  • Never raise a B aptitude to A unless you specifically want that gene in the pool.
  • Use Umas with fewer native A aptitudes as parents when targeting specific red genes.

Urara targeting Dirt

3 native A aptitudes (Dirt, Short, Sashi) = 33% chance per roll. Each additional A added to this by mistake drops it to 25% or less.

White Genes

Same deck. Same races. Same skills. Lineage overlap is everything.

  • Use the same support deck for your training run as you used for your parents. Same deck = same skill pool = higher lineage overlap odds.
  • Learn the Gold version of priority skills when SP allows. Jumps base generation to 40–70%.
  • You MUST win a G1 race to generate the race gene. Second place is not enough.
  • Scenario gene lineage: 0 common lineage = 19.9%, 6 common = ~30%. Stack common lineage.
  • Skills received during inheritance events cannot generate genes, only skills you purchase.
  • Save your race preset after a good parent run to reproduce the same race rotation.

Green Genes

Generation is guaranteed. Star quality is entirely about Uma grade.

  • Green genes are guaranteed at 3★+ Uma, the generation rate is not a variable.
  • Focus entirely on pushing Uma grade to SS and above for better star quality.
  • UE+ (17,500+ score) gives 12.5% chance of 3★ green, the practical ceiling.
  • High compatibility parents raise the proc quality during mid-run inheritance events.
  • Unique skill level has zero effect on star quality, confirmed debunked.

What to Farm First

1

Distance Red Gene

S rank Distance = +5% Speed. Most impactful single stat for all PvP content.

2

Ground Red Gene

S rank Ground = +5% Power. Applies universally regardless of distance or strategy.

3

Usable Whites

Skill genes that match your Uma's running style. Conflicting whites are dead weight in every future run.

4

Strategy Red Gene

Max 1 per parent. Nige benefits most from S Strategy. Don't mix strategy genes.

5

Blue Genes

9★ (three 3★) is the practical target. Supports the stat floor for further runs.

Building Methodology

Match Running Styles

Never pair a Leader (Senkou) parent with a Runner (Nige) target Uma. Conflicting strategy whites are dead weight in the offspring's pool, and an accidental wrong-strategy red gene corrupts all downstream parents.

Same Deck, Same Races

Run the same support deck and race preset across your entire parent lineage. This stacks white gene lineage overlap up to the 70% ceiling and builds compatibility from matching race wins simultaneously.

Plan Red Genes Before Turn 1

Map every A aptitude your Uma will have at the end of the run before the first training turn. One accidental A from a raised B aptitude cuts your target gene odds by 25–33%. Plan, then execute.

Rentals Are Non-Negotiable

A strong rental covers one full side of the lineage at no cost. Five minutes on uma.pure-db.com finding the right parent beats 10 mediocre runs building it yourself. There is no excuse for using a random rental.

Common Antipatterns

Avoid These

Pairing a Nige parent with a Sashi target just because the red gene matches, conflicting whites will pollute every offspring.
Raising dirt or mile aptitude for compatibility without checking if it creates an unwanted red gene.
Renting a parent with 100 whites but only 10 usable for your Uma's strategy and distance.
Using a Tiara-route Uma as parent for a Crown-route Uma without calculating race overlap first.
Learning inherited unique skills during a parent run, they don't generate white genes and waste SP.

Planning Resources

Pure-DB Parent Search Find strong global rentals by Uma type ↗ Visit
U-Tools (JP resource) Deck planning and deep compatibility dives ↗ Visit
Design U-MA Lineage Planner Visual lineage planning tool ↗ Visit

Quick Reference

Inheritance Formula base_rate × (1 + individual_compat / 100)
Base Proc Rates by Gene Type

Base Proc Rates by Gene Type and Star

Gene Type1★2★3★
Blue Stats70%80%90%
Red / Aptitude White1%3%5%
Green (Unique Skill)5%10%15%
Race Gene1%2%3%
White / Scenario / Hidden3%6%9%
White / Green Star Quality by Grade

White & Green Star Quality by Uma Grade

Grade BandScore1★2★3★
Below SS< 17,50050%45%5%
SS → UE> 17,50020%70%10%
UE+UE+17.5%70%12.5%
Blue Gene 3★ Chance by Rank

Blue Gene 3★ Chance by Stat Rank

RankScore3★ Chance
SS+1,150+~10.7%
SS1,100+~11.0%
S+1,050+4.5%
S1,000+5.2%
A+900+6.4%
A800+6.0%
B+700+6.5%
B600+5.5%
C+< 6000%
Red Gene Star Quality

Red Gene Star Quality (all grades)

StarsRate
3★10%
2★70%
1★20%
White Gene Generation Rates

White Gene Generation Rates

TypeMinMax
White skill20%35%
White skill ★25%40%
Gold skill40%70%
Race gene20%35%
Scenario gene~20%~30%
Compatibility Thresholds

Compatibility Thresholds

SymbolPointsEffect
> 150All 6 blue stats avg, max proc rates
51–150Avg 4–6 blues, reduced proc rates
< 50Floor 4 blues, significantly reduced
Scenario Gene Stats (Global)

Scenario Gene Stats (Global Scenarios)

ScenarioStat 1Stat 2
TrackblazerStaminaGuts
Grand MastersSpeedPower
L'Arc (main)StaminaPower
Unity CupPowerInt
URASpeedStamina
Derived from reverse engineering by @umamusu_reveng, @kak_eng, and @hoffe_33. Most mechanics verified by in-game observation. Sections marked [SPEC] are inferred from parameter files and packet captures.

Frame Rate & Units

Simulation Speed
0.0666s per tick (~15 FPS)
For replay, positions are recorded each frame within 1s of race start, or within 25m of the finish line. Otherwise recorded at 1s intervals.
Distance Unit
1 Bashin = 2.5m
Horse length, used for proximity checks in skills and blocking.
Track Divisions
24 Sections
24 sections of equal distance, numbered 1–24.

The 4 Phases

Phase 0
Early-race
Sections 1–4
Phase 1
Mid-race
Sections 5–16
Phase 2
Late-race
Sections 17–20
Phase 3
Last Spurt
Sections 21–24
Not the same as the last spurt mechanic.

Execution Sequences

Race Initialization

1. Calculate base stats
2. Calculate skill activation chance; determine which skills can activate
3. Activate all out-of-gate skills
4. Set starting location by gate number
5. Calculate start delay
6. Calculate adjusted stats
7. Convert stamina to HP
8. Set starting speed (3 m/s)
9. Determine rushed state

Per-Frame Order

1. Pre-Update: check end of corner
2. Activate skills
3. Recover HP by skills
4. Update last spurt state
5. Update target speed
6. Calculate acceleration
7. Update phase
8. Calculate distance and position
9. Check for slope
10. Events: check start of corner

Stat Pipeline

All stats clamped 1–2000 (raised to 2500 on 5th anniversary). Raw stats above 1200 are halved before converting to base stats. FinalStat = AdjustedStat + SkillModifier.

Base Stat Formula

BaseStat = (RawStats + UnityCupTeamRankBonus) × MotivationCoef

Base stat is subject to clamping. Used by skill activation chance. NOT the adjusted stat.

Motivation Coefficient

絶好調好調普通不調絶不調
1.041.021.00.980.96

Adjusted Stat Formulas

AdjustedSpeed = BaseSpeed × RaceCourseModifier + GroundModifier + SingleModeModifier
AdjustedStamina = BaseStamina + SingleModeModifier
AdjustedPower = BasePower + GroundModifier + SingleModeModifier
AdjustedGuts = BaseGuts + SingleModeModifier
AdjustedWiz = BaseWiz × StrategyProficiencyModifier + SingleModeModifier

In single mode (training), all uma gain +400 to all adjusted stats.

Ground Modifiers

Ground Modifier. Speed

良 Firm稍重 Good重 Soft不良 Heavy
Turf000-50
Dirt000-50

Ground Modifier. Power

良 Firm稍重 Good重 Soft不良 Heavy
Turf0-50-50-50
Dirt-100-50-100-100

Strategy Proficiency (Wiz)

Strategy Proficiency Modifier (applied to Wiz)

SABCDEFG
1.11.00.850.750.60.40.20.1

Race Course Modifier

Some courses designate 1–2 stats as threshold stats. Exceeding thresholds adds a bonus multiplier to adjusted speed. Final modifier is the average across all threshold stats.

Base StatSpeed Bonus
≤ 300+0.05×
301–600+0.10×
601–900+0.15×
> 900+0.20×

Maximum bonus is +0.20×. Only applies to courses that have threshold stats assigned.

Target Speed Formula

TargetSpeed = (BaseTargetSpeed | LastSpurtSpeed) × PositionKeepCoef + ForceInModifier + SkillModifier + SlopeModifier + MoveLaneModifier

Target speed cannot go below minimum speed or exceed 30 m/s.

Base Speed by Course Distance

BaseSpeed = 20.0 − (CourseDistance − 2000) / 1000 [m/s]
1200m
20.8 m/s
2000m
20.0 m/s
2500m
19.5 m/s

Base Target Speed. Early & Mid Race

BaseTargetSpeed = BaseSpeed × StrategyPhaseCoef

Speed stat has NO effect on target speed during early-race and mid-race.

Base Target Speed. Late Race & Last Spurt

BaseTargetSpeed = BaseSpeed × StrategyPhaseCoef + sqrt(500 × SpeedStat) × DistanceProfMod × 0.002 [m/s]

Strategy Phase Coefficients

Strategy Phase Coefficient. Target Speed

StrategyEarly-raceMid-raceLate & Last Spurt
Front Runner1.00.980.962
Pace Chaser0.9780.9910.975
Late Surger0.9380.9980.994
End Closer0.9311.01.0
Oonige1.0630.9620.95

Distance Proficiency Modifier. Target Speed

SABCDEFG
1.051.00.90.80.60.40.20.1

Section Randomness (Wiz)

Max = WizStat / 5500 × log10(BaseWizStat × 0.1) [%] | Min = Max − 0.65 [%]

At each section, BaseSpeed × this random number is added to target speed. Does NOT affect last spurt speed. Higher wiz narrows the downside.

400 Wiz
+0.117%
min -0.533%
800 Wiz
+0.277%
min -0.373%

Last Spurt

LastSpurtSpeedMax = (BaseTargetSpeedPhase2 + 0.01 × BaseSpeed) × 1.05 + sqrt(500 × SpeedStat) × DistanceProfMod × 0.002 + (450 × GutsStat)^0.597 × 0.0001 [m/s]
  • Calculated at mid-race start, without section randomness applied.
  • On entering late-race: if HP is sufficient for max speed, last spurt starts immediately.
  • If HP is insufficient, candidates are generated by lowering speed 0.1 m/s per step. Each candidate has a 15 + 0.05 × WizStat [%] chance to be accepted.
  • If all candidates fail the wisdom check, the slowest candidate is chosen.
  • HP recovery skills after late-race entry trigger a recalculation. Debuffs do NOT trigger a recalculation.
  • Estimate covers up to 60m before the finish. Does not account for acceleration time.

Starting & Minimum Speed

Starting Speed

3 m/s at race start.

Minimum Speed

MinSpeed = 0.85 × BaseSpeed + sqrt(200.0 × GutsStat) × 0.001 [m/s]

This becomes the target speed when out of HP. Applied after start dash ends. Higher guts raises the floor.

Acceleration Formula

Accel = BaseAccel × sqrt(500 × PowerStat) × StrategyPhaseCoef × GroundTypeProfMod × DistanceProfMod + SkillModifier + StartDashModifier

Base Acceleration

0.0006 m/s² (flat terrain)
0.0004 m/s² (when on uphill segment)

Start Dash

+24.0 m/s² additional acceleration during start dash.
  • Speed is capped at 0.85 × BaseSpeed while start dash is active, preventing extra acceleration carry-over.
  • If the course begins uphill with low power, uma may stay in start dash until the hill ends.
  • After start dash ends, uma is typically unable to reach minimum speed in one frame, speed is then instantly raised to minimum speed.

Strategy Phase Coefficient. Acceleration

StrategyEarly-raceMid-raceLate & Last Spurt
Front Runner1.01.00.996
Pace Chaser0.9851.00.996
Late Surger0.9751.01.0
End Closer0.9451.00.997
Oonige1.170.940.956

Ground Type Proficiency Modifier. Acceleration

SABCDEFG
1.051.00.90.80.70.50.30.1

Distance Proficiency Modifier. Acceleration

SABCDEFG
1.01.01.01.01.00.60.50.4

Only E, F, G are penalized for acceleration (unlike target speed which starts penalizing at D).

Deceleration by Phase

ConditionDeceleration
Early-race-1.2 m/s²
Mid-race-0.8 m/s²
Late-race-1.0 m/s²
Pace Down mode (overrides above)-0.5 m/s²
Out of HP (overrides all)-1.2 m/s²

Blocking

When blocked by an uma in front, speed is capped at 0.988× (0m gap) to 1.0× (2m gap) of the blocking uma's speed, scaled linearly by distance.

Stamina → HP Conversion

MaxHP = 0.8 × StrategyCoefficient × StaminaStat + CourseDistance [m]

Strategy Coefficient. Max HP

Front RunnerPace ChaserLate SurgerEnd CloserOonige
0.950.891.00.9950.86

HP Consumption

HPConsumptionPerSecond = 20.0 × (CurrentSpeed − BaseSpeed + 12.0)² / 144.0 × StatusModifier × GroundModifier

Status Modifiers

  • 1.6× during rushed 掛かり
  • 0.6× in pace-down position keeping mode
  • 0.4× in downhill accel mode

HP Consumption Ground Modifier

良 Firm稍重 Good重 Soft不良 Heavy
Turf1.001.001.021.02
Dirt1.001.001.011.02

Guts Modifier

GutsModifier = 1.0 + (200 / sqrt(600.0 × GutsStat))

Applied to HP consumption during late-race and last spurt only. More guts = less HP penalty in the decisive phase.

200 Guts
1.577×
400 Guts
1.408×
600 Guts
1.333×

HP Recovery & Out of HP

Recovery

All HP recovery skills restore a percentage of MaxHP instantly. HP exceeding MaxHP is wasted. Recovery trigger source (skill condition) differs per skill but the restore logic is identical.

Out of HP

Target speed is set to minimum speed. Deceleration overrides to -1.2 m/s².

Skill Activation Chance

ActivationChance = max(100 − 9000 / BaseWiz, 20) [%]

Uses BASE wisdom stat. NOT affected by strategy proficiency modifier or in-race skill modifiers. The wisdom check is resolved once before the race starts.

300 Wiz
70.0%
600 Wiz
85.0%
900 Wiz
90.0%
1200 Wiz
92.5%

Skill Timing

Duration

Duration = BaseDuration × CourseDistance [m] / 1000

Cooldown

Cooldown = BaseCooldown × CourseDistance [m] / 1000

Both duration and cooldown scale with course distance. A skill with BaseDuration=1.0 lasts 2.4s on a 2400m course.

Skill Level Scaling

Skill Level Scaling

LevelTarget SpeedAccelStatRecovery / Cur. Speed / Lane Move
11.001.001.001.00
21.011.021.011.02
31.041.041.021.04
41.071.061.031.06
51.101.081.041.08
61.131.101.051.10
71.161.1251.061.12
81.191.151.071.14
91.221.1751.081.16
101.251.201.101.18

Skill Targets

Skills do not distinguish friend from foe for targeting or activation counts. Teammates can trigger your skills and count toward max targets. Teammates are excluded from debuff effects.

Skill Conditions Reference

x_random A 10m segment is randomly pre-selected before the race. Skill activates when all other conditions are met while within that segment.
straight_random Randomly picks a straight segment (equal probability regardless of length), then a 10m segment within it.
corner_random If the same corner appears multiple times (multi-lap races), the skill activates only on the last lap.
all_corner_random Up to 4 triggers placed across corners. Each trigger is a randomly selected 10m segment within a randomly chosen corner. Remaining corner space re-enters the candidate pool.
phase_corner_random All corners within the specified phase are stitched together before placing a trigger. Probability of each corner is proportional to its length.
phase Activation checks happen BEFORE phase update. A phase==1 & corner==0 skill can fire on the same frame a corner ends and late-race begins.
remain_distance remain_distance >= 399 can trigger at 398.000001+, because distance is calculated as floor(position) subtracted from course distance integer.
order_rate Converted to absolute order via rounding. Example: order_rate > 50 in a 9-uma race → 9 × 50% = 4.55 → condition becomes order > 5 (6th place or below).
order_rate_inXX_continue Requires continuous placement in top XX% until skill activation. First 5 seconds of the race are excluded from this timer.
near_count An uma is "near" if abs(DistanceGap) < 3m AND abs(LaneGap) < 3 horse lanes.
is_surrounded Met if an uma exists in all 3 directions simultaneously: outside (1.5m dist, 3 lane), front (3m dist, 1.5 lane), behind (3m dist, 1.5 lane). One uma can satisfy multiple directions.
activate_count_x Skill activations are checked in ID order. A lower-ID skill can trigger a higher-ID skill on the same frame, but not vice versa.

Position Keeping System

Position keeping affects target speed during sections 1–10 only. When in normal mode, a check to enter an active mode runs every 2 seconds. Uma exits a mode after running it for 1 section's distance (3 sections for oonige). After exit, 1-second cooldown before the next check.

Non-front runners track distance from the pacemaker. Prior to 1.5 anniversary, the pacemaker was always 1st place among the most forward strategy.

Front Runner Modes

Speed Up Mode
1.04× target speed
Entry: 1st place AND less than 4.5m ahead of 2nd (12.5m if only front runner, after 1.5 anni). Wisdom check: 20 × log10(WizStat × 0.1) [%].
Exit: Lead over 2nd place exceeds 4.5m / 12.5m.
Overtake Mode
1.05× target speed
Entry: Not 1st place among same strategy. Wisdom check: 20 × log10(WizStat × 0.1) [%].
Exit: 10m ahead of 2nd place (same strategy), 27.5m for oonige.

Non-Front Runner Modes

CourseFactor = 0.0008 × (CourseLength − 1000) + 1.0

Distance Thresholds from Pacemaker

StrategyMin DistanceMax Distance
Pace Chaser3.0 m5.0 × CourseFactor m
Late Surger6.5 × CourseFactor m7.0 × CourseFactor m
End Closer7.5 × CourseFactor m8.0 × CourseFactor m
Pace Up Mode
1.04× target speed
Entry: Distance from 1st exceeds Max threshold. Wisdom check: 15 × log10(WizStat × 0.1) [%].
Exit: Distance drops below a random value between Min and Max.
Pace Down Mode
0.945× target speed (0.915× pre-1.5 anniversary)
Entry: Distance from 1st is below Min threshold AND no speed-up skill effect is active.
Exit: Distance exceeds a random threshold between Min and Max. OR a target/current speed-up skill activates.
Pace Up Ex Mode
2.0× target speed
Entry: Front runners: an uma whose strategy should be behind is ahead. Others: pacemaker's strategy should be behind this uma.
Exit: No uma whose strategy should be behind is ahead. Overrides ALL other position keeping modes.

Temptation State

RushedChance = (6.5 / log10(0.1 × WizStat + 1))² [%]
300 Wiz
19.00%
600 Wiz
13.26%
900 Wiz
11.01%
1200 Wiz
9.74%
  • HP consumption ×1.6 while active.
  • Overrides position keeping AI and auto-passes all wisdom rolls.
  • Activates in a random section between 2 and 9.
  • 55% chance to end every 3 seconds; always ends after 12 seconds.
  • Debuffs that worsen the rushed state extend the timer by 5 seconds (stackable).
  • Skill 自制心 reduces rush chance by flat 3%.

Forced Position During Rushed

StrategyForced Behavior
Front Runners→ Enter speed up mode
Pace Chasers→ Become runners
Late Surgers→ 75% runners, 25% leaders
End Closers→ 70% runners, 20% leaders, 10% betweeners

Lead Competition

⚠ Speculative. Inferred from Parameter File

When 2+ front runners or oonige are close together between 150m from start and section 6, lead competition may trigger. Front runners and oonige do NOT compete with each other.

DistanceGap < 3.75m AND LaneGap < 0.165 × CourseWidth
DistanceGap < 5.0m AND LaneGap < 0.416 × CourseWidth

Speed Bonus

TargetSpeed += (500 × GutsStat)^0.6 × 0.0001 [m/s]

Duration = (700 × GutsStat)^0.5 × 0.012 [s]. Always ends at section 9.

HP Cost Multipliers During Lead Competition

SituationHP Cost Multiplier
Front Runner1.4×
Front Runner + Rushed3.6×
Oonige3.5×
Oonige + Rushed7.7×

Dueling

⚠ Speculative. Inferred from Parameter File

On the final straight, uma within 3.0m distance and 0.25 CourseWidth lane gap, after 2 continuous seconds, top 50% placement, and speed gap < 0.6 m/s, triggers a duel. Cannot trigger below 15% HP. Ends if HP drops below 5%.

TargetSpeed += (200 × GutsStat)^0.708 × 0.0001 [m/s]
Accel += (160 × GutsStat)^0.59 × 0.0001 [m/s²]

5th Anniversary Mechanics

Zenkai Spurt and Wiz Limit Break were added in the 5th anniversary update and require stats above the old 2000 cap.

Zenkai Spurt
Added 5th anniversary. Requires Speed > 2000 and sufficient HP. After reaching target speed during last spurt, continuously gains additional speed.
  • Max speed gain scales with Speed stat. Acceleration scales with Power stat.
  • Skills with ID=48 affect this acceleration (~10% effectiveness; reason under investigation).
  • Unaffected by normal acceleration skills or conserve power/release.
  • If HP runs out during zenkai spurt, speed drops INSTANTLY to minimum speed, no deceleration. Confirmed bug.
  • Approximate formula: Accel ≈ 0.068 × AccelFromPower / (CourseDistance / 1000)^1.5
Wiz Limit Break
Added 5th anniversary. When Wiz stat exceeds 1200, target speed skills (ID=27) and current speed + natural deceleration skills (ID=22) gain bonus effectiveness. Applies ONLY to unique skills, evolved skills, and rare (gold) skills.
SkillValueIncrease = BaseSkillValue × PhaseStrategyCoefficient × WizMultiplier

Wiz stat here uses motivation and skill modifiers, but NOT strategy proficiency modifier.

Phase-Strategy Coefficient for Wiz LB

Early-raceMid-raceLate-raceLast Spurt
Front Runner0.260.230.190.16
Pace Chaser0.210.210.210.21
Late Surger0.190.180.230.24
End Closer0.150.170.250.27
Oonige0.260.230.190.16

Wiz Multiplier (Wiz stat − 1200)

Wiz ExcessMultiplierStep
1–200.00,
21–2000.02–0.20+0.02 per 20
201–2200.20,
221–4000.26–0.80+0.06 per 20
401–8000.81–0.99+0.01 per 20
8011.00,
901–18011.01–1.11+0.01 per 100
≥ 19011.12,

Example: 1325 Wiz is 125 excess → falls in 121–140 range → multiplier 0.14.

Stamina Limit Break

If base stamina + skill bonus exceeds 1200, an additional target speed buff activates upon reaching max spurt speed. Lasts until race end.

TargetSpeedBuff = sqrt(StaminaStat − 1200) × 0.0085 × DistanceFactor × RandomFactor [m/s]

Stamina Limit Break. Distance Factor

Course DistanceFactor
< 2101m0.0× (no effect)
< 2201m0.5×
< 2401m1.0×
< 2601m1.5×
≥ 2601m1.8×

1.5× and 1.8× values updated in October 2024 patch (from 1.2× and 1.5×).

Charge Up / Conserve Power

⚠ Speculative. Inferred from Parameter File

Requires base Power + skill bonus > 1200. Uma conserves power during the race via position keeping and pace down modes, then releases it as an acceleration burst at last spurt start.

Accel = sqrt((PowerStat − 1200) × 130) × 0.001 × StrategyDistanceCoef × ActivityCoef

Power stat here is base power (not halved past 1200) plus skill bonus. Duration is ~3 seconds based on observation.

Charge Up. Strategy × Distance Coefficient

ShortMileMidLong
Front Runner1.01.01.01.0
Pace Chaser0.70.80.90.9
Late Surger0.750.70.8751.0
End Closer0.70.750.860.9

Activity Coefficients

  • Lead competition active: 0.98×
  • Rushed state: 0.80×

Start Delay & Late Start

At race start, each uma waits a random delay of up to 0.1s. NOT affected by wisdom stat. Delay > 0.08s = late start.

  • Concentration コンセントレーション, multiplies start delay by 0.4×.
  • Focus 集中力, multiplies start delay by 0.9×.
  • Gatekept ゲート難, multiplies start delay by 1.5×.

Delay < 1 frame (0.066s): acceleration and HP consumption unaffected. Delay > 1 frame: no acceleration, HP consumption, or movement on that frame. Loss of acceleration may cause blocking at the start.

Finish Time & Margins

DisplayedTime = ActualTime × 1.18

The displayed race time is NOT the actual simulated time. The finish position is interpolated sub-frame for precision beyond 0.0666s.

Winning Margins

Nose ハナ
0.2m
Head アタマ
0.4m
Neck クビ
0.8m

Soul's Writeup · Updated May 2026

Fan Farming

URA-scenario speedruns that walk Maru or Condor through the G1 ladder. A realistic starter route on a 100% fan-bonus deck clears ~720k fans per career. With higher bonuses and full race attendance the ceiling pushes past 1.1 million.

Why bother

Why Fan Farm?

  • A fan run takes 15-20 minutes depending on how much attention you put in.
  • Run in URA. It is the shortest scenario and you do not need the stats from others.
  • Maru or Condor can clear most G1s across Classic and Senior years, plus URA Finals.
  • Starter example below clears ~720k fans. With a higher fan bonus and full race attendance, runs can push past 1.1M fans.

Per-run math

Date Race Dist Base +100%
Junior Year 7,700 base · 15,400 bonus
Debut Debut Race 700 1,400
01-12-2 Hopeful Stakes Medium 7,000 14,000
Classic Year 146,000 base · 292,000 bonus
02-03-1 Yayoi Sho Medium 5,400 10,800
02-04-1 Satsuki Sho Medium 11,000 22,000
02-05-1 Kyoto Shimbun Hai Medium 5,400 10,800
02-05-2 Nippon Derby Medium 20,000 40,000
02-06-2 Takarazuka Kinen Medium 15,000 30,000
02-09-2 All Comers (G2) Medium 6,700 13,400
02-10-2 Kikuka Sho Long 12,000 24,000
02-11-1 Queen Elizabeth Medium 10,500 21,000
02-11-2 Japan Cup Medium 30,000 60,000
02-12-2 Arima Kinen Long 30,000 60,000
Senior Year 160,500 base · 321,000 bonus
03-01-2 American JCC Medium 6,200 12,400
03-02-1 Kyoto Kinen Medium 6,200 12,400
03-03-1 Kinko Sho Medium 6,700 13,400
03-03-2 Osaka Hai Medium 13,500 27,000
03-04-2 Tenno Sho Spring Long 15,000 30,000
03-05-2 Meguro Kinen Long 5,700 11,400
03-06-2 Takarazuka Kinen Medium 15,000 30,000
03-09-2 All Comers (G2) Medium 6,700 13,400
03-10-2 Tenno Sho Autumn Medium 15,000 30,000
03-11-1 Queen Elizabeth Medium 10,500 21,000
03-11-2 Japan Cup Medium 30,000 60,000
03-12-2 Arima Kinen Long 30,000 60,000
URA Finals 47,000 base · 94,000 bonus
URA-QF URA Quarter Finals 7,000 14,000
URA-SF URA Semi Finals 10,000 20,000
URA-F URA Finals 30,000 60,000
Example total 361,200 722,400

With-bonus column is base × 2 (100% fan-bonus deck). Totals assume every listed race is won. Sacrifice individual races for stat thresholds as needed.

Carat Return

  • 8+ length wins give the highest chance at a 5-carat reward (10 carats on double-reward events).
  • Every 50 careers completed refunds 50 carats via missions, a 10% recovery rate.
  • Buying extra skills to increase race lengths improves carat odds at the cost of run speed.

Pick your runner

Maru or Condor?

Both umas can clear all 4 fan races. Maru is the easier ride; Condor is the F2P fallback.

Recommended

Summer Maruzensky

Best option for fan runs. She runs Japan Cup and Arima Kinen both years, and her built-in recovery skill handles the Tenno Sho Spring stamina requirements without needing extra setup.

  • StrategyAny style
  • Stamina checkEasier
  • Built-in recoveryYes
  • Best forSSR Speed owners
F2P pick

El Condor Pasa

Best F2P option for fan runs. Can also run Japan Cup and Arima Kinen both years for the same 4-race fan haul.

  • StrategyFront Runner only
  • Stamina checkTighter
  • Built-in recoveryNo
  • Best forSR-only rosters

Deep dive

Running Summer Maruzensky

Parent aptitudes

Ideal aptitudes

Dirt A · Sprint A · Mile A · Med A · Long B

Dirt aptitude is not mandatory, ignoring it costs roughly 25k fans per run.

Seiun Sky parent is optional but enables 8+ length wins, increasing your chance at 5-carat rewards.

Support card budgets

High Budget
2+ SSR Speed Cards
  • Run 4 Speed cards, fewer is possible but reduces consistency.
  • Borrow Riko for stamina, covers Derby, Japan Cup, Arima Kinen, and Tenno Sho Spring.
  • Alternatively: use Super Creek and do 1–2 stamina trainings in Summer to meet thresholds.
  • Fill remaining slots with 20% fan bonus SR cards.
Low Budget
SRs + Borrow
  • Fill speed slots with SR speed cards.
  • Borrow Riko or Super Creek for stamina coverage.
  • Fill remaining slots with 20% fan bonus SR cards.

Stat checkpoint

Stat Checkpoint. End of Summer Year 1
Speed 750
Stamina 400
Power 400

These stats carry you through the rest of the career. Drop a couple G2/G3 races if stats are falling short.

Race-day routine

Train until the Osaka Hai.
At finals, click Recreation between races to restore mood to Great.
Recreations at finals cannot trigger the claw machine.
Tip Buy skills at mandatory races, doing so puts you straight into the race, saving time.
Tip If Recreation triggered the claw machine, close and reopen the game to instantly fail it. Faster than finishing the minigame.

Skill priority

1
Angling × Scheming
Buy as soon as it becomes available.
2
Corner Recovery
Activates Summer Maruzensky's unique skill.
3
Moxie
Guarantees skill activation.
4
Restless
Buy before the Tokyo Derby.
5+
Additional Skills
Optional. Increases race lengths for better 5-carat odds, at the cost of run speed.

Alternate runner

Running El Condor Pasa

Same 4-race fan haul as Maru. Run her as Front Runner and front-load the stamina support.

Key differences vs Maru

May struggle on Tenno Sho Spring due to stamina, she does not have a built-in recovery skill like Maruzensky.
Run as Front Runner, her unique skill requires this strategy to activate.
Slightly more stamina-dependent card setup compared to Maruzensky.

Support card budgets

High Budget
2+ SSR Speed Cards
  • Same core setup as Maruzensky high budget.
  • Prioritize stamina support more heavily, the Tenno Sho Spring stamina check is tighter.
  • Riko borrow or Super Creek trainings in Summer are strongly recommended.
  • Fill remaining slots with 20% fan bonus SR cards.
Low Budget
SRs + Borrow
  • Fill speed slots with SR speed cards.
  • Borrow a stamina card. Riko or Super Creek.
  • Fill remaining slots with 20% fan bonus SR cards.

Eden of Gaming · Umamusume

Applications Open

Welcome to the racing grounds of Eden, where trainers, whales, and free-to-plays alike chase glory (and sometimes sleep). Pick your category, read the requirements, and hit apply.

Vibes > ego
Effort > excuses

Apply by category

Pick the lane that matches your form.

Top 10

Hardcore / Whale
Top tier

Requirements Eden Rank 1 (9 months consecutively) across 6 total clubs. Active Top 10 placement.

For trainers who live on cooldown timers and race spreadsheets.

Apply via Discord

Top 30

Semi-Competitive

Requirements Milestone pushers. Flexible comms. Balanced lifestyle.

Perfect for high performers who still touch grass occasionally.

Apply via Discord

Top 100

Active / Growth

Requirements Daily play with reliable event sign-ups.

Ideal for grinders improving form and tempo.

Apply via Discord

Casual

Social / Chill

Requirements Daily, comfy clears, social races, collecting and bonding focus.

For relaxed trainers who just love their umas.

Apply via Discord

Club Merge

Leaders

For leaders of smaller clubs or members seeking a new home under Eden's banner.

Apply via Discord

How to apply

How to apply

  1. Join the Eden of Gaming Discord.
  2. Take the Umamusume role from the role channel.
  3. Open the dedicated application channel.
  4. Post in the category that matches your tier.
Join EOG Discord

Free to join · Application reviewed by club leads

FAQ (speedrun)

Quick answers.

Do I need to whale?

No. Flex if you want, responsibly.

What if I only train one uma?

That’s fine. We build around specialists and flex trainers.

My schedule is potato.

Tell us your schedule. Potatoes still mash.

If you're coachable, consistent, or just bring snacks to team races, there’s a place for you here.

Train smarter. Race harder. Win Team Trials.

Live Umamusume meta, Kitasan Black training breakdowns, and Champions Meeting strategy.

28,000+ Members
5,000 Active
Join Discord

Free to join