Track Conditions

Track is above - we’ll be using the global Umalator tool to help visualize the track and what skills are good on it. The tool can be found here.
- Hanshin 2200m Medium Turf
- Clockwise - Firm - Summer - Sunny
- There is a hidden threshold, where you will gain a 10%Speedincrease per 300Speed.Speed
- Since it caps out at 901, there’s not much reason to pay attention to it as you should cap that out by default. (only factors in the number on stat page + mood, so green skills don't count)
Important Track Characteristics
- Final Leg begins on a corner, so andAngling and Schemingwill be some of the best acceleration tools.Let's Pump Some Iron!
- Final Corner starts 83m after Final Leg begins, this means andRed Shift/LP1211-Mwill both be strong options.Shooting for Victory!
Trigger points for those skills are shown below:

- Hanshin 2200m is one of the rare tracks where most Umas are at least viable, as most styles can benefit from andRed Shift/LP1211-M.Shooting for Victory!
- Since there are lots of good acceleration skills available, random acceleration skills won’t be that valuable.
- There are no downhills on this track, so don’t pick up any downhill related skills.
- This includes Gold Ship- don’t learn that skill if you’re planning on using her.Go-Home Specialist
- First Uphill is in the Opening Leg and leads into Mid Leg, this makes quite good on Late Surgers and End Closers.Highlander
- Rough ranking for each style is as such: Front Runner >= Late Surger > Pace Chaser > End Closer
- End Closers have the hardest time activating the acceleration tools on the track, the only exception being Gold Ship.
Key Inherits for Each Style
Front Runner
The strongest style but not by too much, Front Runners are the most frustrating and time consuming to make if you want to be competitive, be warned.
Inherit
- This is basically mandatory. Without that skill, Front runners essentially have no win condition.
- Due to this, competing for first place in Mid Leg is everything for Front Runners, every skill you learn should assist you with this.
Inherit
- Right-Handed ○
- Summer Runner ○
- Hanshin Racecourse ○
- Non-Standard Distance ○
- Firm Conditions ○
- Sunny Days ○
- Front Runner Savvy ○
- /FocusConcentration
- Do note that relying on /Focusmeans yourConcentrationwill require 2 activation checks (withGroundwork) to activate.Wit
- If your is only 400, you’ll only have a 64% chance to trigger it which is not great.Wit
- Front runners without will almost always lose to ones with it. We’d advise against using them if you don’t want to invest the time or don't have a good parent available.Groundwork
Pace Chaser
Decent style, but most of the Pace Chasers aren’t particularly strong or would rather run another style instead.
Late surger
Second strongest style, most Umas will be using this style optimally.
Grab both inherits ideally - slightly more accessible than Pace Chaser inherits as
End Closer
Weak style, the only End Closer we’d recommend using is
Hitting 6th for
CM Tier List
Umas are roughly ordered within tiers, with left being strongest.
Front
Front
Pace
Pace
Pace
Pace
*Asterisk added for Falcon as she is harder than all the other Umas to train.
Ratings explanations
- Summer Maruzensky: The best Uma on the track, has an inbuilt gold recovery skill, so you can easily build her to survive a Nice Nature or two.
- Inherit the essentials mentioned in the Front Runner section and get /Moxie+Restless/Corner Recovery ○, 2 heal skills should give you a good activation rate on her unique skill.Swinging Maestro
- At least take 1 gold recovery, ideally take 2 so she’s as resilient vs stamina debuffs as possible.
- She is the best Uma currently when it comes to consistently activating “”.Angling and Scheming
- Seiun Sky: If you plan on using 2 fronts, then she’ll be the best duo partner.
- Not good at taking lead and will struggle to activate her unique skill against most other competent Front Runners, but when she does, she’s very hard to beat.
- Inherit and grab some suitable green skills.Groundwork
- Gold Ship: End Closer with very consistent Mid Leg unique skill, her unique skill helps her fight the Late Surgers for 6th.
- Grab andLet's Pump Some Iron!.Red Shift/LP1211-M
- Reminder that there are no Downhills on this track so will not activate at all. Do not learn it.Go-Home Specialist
- Oguri Cap: Strong unique speed skill and can be used as Pace or Late.
- Pace is easier to build and more resilient versus stamina debuffers as you get an extra Gold recovery.
- Late is stronger but less resilient vs stamina debuffers.
- Inherit +Red Shift/LP1211-Mas Pace.Shooting for Victory!
- andLet's Pump Some Iron!as Late.Red Shift/LP1211-M
- Smart Falcon: Strong Front Runner with a hybrid (speed + accel) unique that triggers in Mid Leg.
- Her main problem and why she has an asterisk next to her on the tier list is that her Turf rank starts at E, meaning you’ll need 10* Turf in your inheritance to get it to A.
- You still need S Medium to win, so you only have 2 parent slots for that, and you still need and greens on top.Groundwork
- All this makes raising a good Falcon extremely demanding, especially if you do not have very good parents for her.
- Inherit andAngling and Scheming, plus the necessary green skills.Groundwork
- A well-built Falcon is quite good at competing for 1st place in Mid leg. However, sinceSummer Maruzensky directly powercreeps her, there’s a lot less reason to raise her for Turf tracks.
- On a track where the other styles are so competitive, she’s generally not worth the effort to raise.
- Symboli Rudolf /Grass Wonder: These two function very similarly, Late Surgers with Final Leg speed skills that are fully capable of winning but can provide debuffs even when they aren’t winning.
- Symboli Rudolf unique skill is considerably better, so she ranks higher.
- Inherit andLet's Pump Some Iron!.Red Shift/LP1211-M
- Make sure to learn .Dominator
- Inherit andLet's Pump Some Iron!Red Shift/LP1211-M
- Mejiro Ryan: Very strong when she’s exactly 6th when entering Final Leg.
- Good gambler option if your support cards/roster aren’t too strong.
- Inherit (Behold Thine Emperor's Divine MightSymboli Rudolf unique) >(Triumphant PulseOguri Cap unique).
- Mayano Top Gun: Solid free-to-play Late Surger option, has a decent inbuilt gold recovery skill.
- Her unique skill is a speed / acceleration hybrid that will generally trigger on the Final Corner, she’ll most likely only benefit from the speed portion on this track.
- Inherit andLet's Pump Some Iron!.Red Shift/LP1211-M
- Anime Tokai Teio: Uma with a decent Final Leg speed unique, can run as Pace or Late, has a very good inbuilt gold recovery skill, and an extra on top if you use her as Pace.
- Bit annoying to train as you’ll need at least 4* Late Surger sparks to use her.
- Can be used as Pace as well but is a fair bit weaker.
- Inherit andLet's Pump Some Iron!as Late.Red Shift/LP1211-M
- +Red Shift/LP1211-Mas Pace.Shooting for Victory!
- Daiwa Scarlet: Decent Free-to-play Front Runner option if you wish to deny opposing, has a solid unique skill that helps her compete for 1st in Mid Leg.Angling and Scheming
- Too much effort for the payoff, wouldn’t recommend.
- Inherit andAngling and Scheming.Groundwork
- Taiki Shuttle: Pace with a slightly delayed acceleration unique skill.
- Inherit (Triumphant PulseOguri Cap unique) as she needs a bit of help to close out races.
- Rice Shower: Similar toAnime Tokai Teio, also starts with C Late and requires 4* Late to hit A.
- Slightly stronger unique skill compared to Anime Tokai Teio but lacks the inbuilt gold recovery.
- Inherit andLet's Pump Some Iron!as Late, and learnRed Shift/LP1211-M.Highlander
- +Red Shift/LP1211-Mas Pace.Shooting for Victory!
- Silence Suzuka /Mihono Bourbon: Generic Front Runner options, Final Leg speed unique skills which aren’t really ideal for Front Runners.
- Inherit +Angling and Schemingand grab some suitable green skills.Groundwork
- Agnes Tachyon: Pace with recovery unique + 1 good gold recovery skill. Easy to build and has a lot of good skills inbuilt.
- Since she has a recovery unique, it’s unlikely that she wins against any Uma at similar strength.
- She will only win against weaker opponents, or when the enemy Umas fail, by failing crucial checks or running out of stamina.Wit
- Can be a decent free-to-play option if you don’t have your ownor MLBSuper Creek [Piece of Mind].Kitasan Black [Fire at My Heels]
- Must pair with Nice Nature or there’s no reason to use her.
- Inherit +Red Shift/LP1211-M.Shooting for Victory!
- Unmentioned Umas
- Most of the other unmentioned Umas either have healing unique skills or bad uniques that do almost nothing on the track, those are considered unviable or very weak.
- If you really want to use those, follow the general guidelines in the “Key Inherits for each style” section.
Debuffers
All are Late
- Debuffers are easier to make than more aces, so you can use them to save time or boost your favourites’ win rates.
- 2200m isn’t that long of a track, strong Umas should be prepared for one Nice Nature at least, she won’t be too strong unless one of your other opponents also bring her.
- Nature’s will sometimes miss unless you put acceleration tools on your Nice Nature. (quite demanding as you would needAll-Seeing EyesandStamina)Power
- The more common Nice Nature is, the more powerful she becomes, so she’ll be a great option if you expect to see a lot of her.
- Wedding Mayano Top Gun can be used as a worse Nice Nature, she doesn’t have much merit over any other debuffer so she’s not recommended.
- will always work, and is recommended if you don’t expect to see a lot ofDominatorNice Nature or just want the guaranteed support.
- Since it’s relatively easy for Summer Maruzensky to survive through stamina debuffs,tends to be the more reliable way of dealing with her.Dominator
- Aim for 600+ and close to 1200Powerwhile training them, for the white debuff skills, focus on Front Runners and Late Surgers.Wit
Building a Team
Here are some team templates, 2 Ace + 1 Debuffer should give the best effort to reward ratio.
- 1 Ace + 2 Debuffer
- It is difficult to build a lot of currently, so the consistency of 1 Ace teams is quite questionable, as missing a recovery skill or an acceleration skill activation can easily cost you the race.Wit
- 2 Ace + 1 Debuffer
- Build one ace with more in case you fight against 2StaminaNice Nature.
- 2 Front Runner + 1 other
- Front Runners don’t benefit too much from debuffers, as debuffers don’t really help you get 1st in Mid Leg.
- Difficult to build both to be resilient vs Nice Nature.
- Would not recommend if you don’t have Summer Maruzensky.
- Ideally fill the last slot with a Late Surger or Gold Ship.
Stats Goals
Aim for 1200




If your cards are good, aim for a little more



Here is the required

- These are calculated with 1200 , 800Speed, 400Powerand 400Guts, with the recommended acceleration skills active. (add about 80Witif you want to have enoughStaminafor full duration of the rushed state)Stamina
- We'd recommend having enough leeway for at least 1 Nice Nature, having one Uma on the team that can finish the race through two Natures is ideal.
- There are some other variables, such as how many white stamina reduction skills the Natures have, these target specific styles, only 1 white skill per Nature is assumed.
- Both gold debuff skills from Nature are assumed.
Front | Pace | Late | End | |
---|---|---|---|---|
No opposing Nature | 870 | 930 | 870 | 890 |
1 opposing Nature | 920 + 1 Gold | 1000 + 1 Gold | 920 + 1 Gold | 940 + 1 Gold |
2 opposing Nature | 980 + 2 Gold | 1030 + 2 Gold | 1000 + 2 Gold | 1020 +2 Gold |
Please use the umalator to confirm that your uma will be functional, these are just bare minimum values +10 so when you add a lot of extra skills the requirements will go up.
What Deck to Use?
- is unfortunately mandatory on most Umas, similar to other Mid/Long Champion’s Meetings.Super Creek [Piece of Mind]
- Most people should be using 3 2Speed.Stamina
- The last slot can be anything, if your cards are too weak to reach the stat target then add one moreSpeedetc.Speed
- Prioritize reaching goals first, as having highStaminabut not having theSpeedto finish the race at fullStaminais worse than the reverse.Speed
- If you reach the stat goals with those 5 card slots then you can either add a card for comfort or aPalcard.Wit
Sample Decks
- Low Spender/Reroller Deck
- Kitasan Black [Fire at My Heels]
- Sweep Tosho [Lamplit Training of a Witch-to-Be]
- King Halo [First-Rate Plan]
- Manhattan Cafe [My Solo Drawn to Raindrop Drums]
- Agnes Tachyon [Experimental Studies on Subject A]
- (Borrow)Super Creek [Piece of Mind]
- Free to Play Deck
- Sweep Tosho [Lamplit Training of a Witch-to-Be]
- Eishin Flash [5:00 a.m. - Right on Schedule]
- King Halo [First-Rate Plan]
- Narita Brian (SSR) - Speed
- Mejiro McQueen [Your Team Ace]
- (Borrow)Super Creek [Piece of Mind]
- Debuffer Deck (Nice Nature)
- Kitasan Black [Fire at My Heels]
- Symboli Rudolf [Symboli Rudolf - Tracen Academy]
- Marvelous Sunday [A Marvelous ☆ Plan]
- Agnes Tachyon [Experimental Studies on Subject A]
- Aoi Kiryuin [Trainer's Teamwork]
- (Borrow)Super Creek [Piece of Mind]
- Can cut to add moreAoi Kiryuin [Trainer's Teamwork]orSpeedif you’re struggling to win.Stamina
Stat inherits
It's usually best to use a split between


Skill Selection
- The necessary acceleration skills are not included in this chart. Unlisted skills are bad, don’t learn them unless you have no choice.
- In general, it’s preferable to take more good skills than double circle skills, as double circle skills are much less SP efficient.
- They have a higher base cost and less effects, double circle on green skills is only a 50% increase when compared to single circle (60 stat vs 40). Double circle on the speed skills is a 66% increase.
- Greens are typically not worthwhile double circling outside of ones, orSpeedif you need it to hit theStaminathresholds, others only learn if you have extra SP.Stamina
- The generic Straightaway/Corner skills (e.g. Medium Straightaways or Front Runner Corner) are so powerful that the double circle version is better than most other skills.
- If you are unclear on skill efficiency, the Umalator can be used to generate a skill chart to show how much distance will be gained for each skill.
- Some skills will be marked with FPLE, for Front Runner, Pace Chaser, Late Surger and End Closer respectively. Parenthesis will be used if that style uses the skill better than the others that are listed.
Generic Recovery Skills
Recovery skills are arguably the most important skills, every recovery skill will be listed so you can learn to avoid the terrible ones.
- Best for All
- /Corner Recovery ○Swinging Maestro
- /Soft StepMiraculous Step
- Triple 7s
- Good for All
- /Straightaway RecoveryBreath of Fresh Air
- Good for Specific Styles
- PL | /Pace StrategyIndomitable
- Bad
- /Rosy OutlookTrackblazer
- Only works in first place, somewhat usable on a strong Front Runner if you’re very desperate.
- Terrible
- /Lay LowIron Will
- /Calm in a CrowdUnruffled
- Shake It Out
Style Locked Recoveries
- Best
- F | /MoxieRestless
- P | /HydrateGourmand
- P | /Preferred PositionRace Planner
- Good
- P | /Stamina to SpareCalm and Collected
- E | /Standing BySleeping Lion
- Terrible
- L | /A Small BreatherRelax
- E | /SerenityLevelheaded
- Doesn’t work at all
- E | /After-School StrollGo-Home Specialist
- Note that this would normally be in the best category, it requires any downhill on the track to activate and most tracks do have one, but this one does not.
Generic + Medium Distance Skills
- Best for all
- Right-Handed ○
- Summer Runner ○
- green skills are usually worth the price, double circle is much less efficient.Speed
- Hanshin Racecourse ○
- Non-Standard Distance ○
- Extra can be useful if you need it to hit the target stats.Stamina
- /Medium Straightaways ○Medium Straightaways ◎
- /Medium Corners ○Medium Corners ◎
- Tail Held High
- Very strong skill but requires 3 skill activations in Mid Leg, have one or two extra as skill activations are chance based. (can be difficult with current SP gains)
- Playtime's Over!
- Good for all
- /Corner Adept ○Professor of Curvature
- Firm Conditions ○
- Sunny Days ○
- is similar in value toGutsup until about 400Stamina, decent take if you need moreGuts
- Good for Specific Styles
- PLE | /Ramp UpIt's On!
- PLE | Homestretch Haste
- LE | Highlander
- Below Average for All Styles
- Straightaway Adept
- Below Average for Specific Styles
- FP | Up-Tempo
Front Runner skills
Best
- /Fast-PacedEscape Artist
- /Front Runner Straightaways ○Front Runner Straightaways ◎
- /Front Runner Corners ○Front Runner Corners ◎
- Leader's Pride
Pace Chaser skills
Best
- /Pace Chaser Straightaways ○Pace Chaser Straightaways ◎
- /Pace Chaser Corners ○Pace Chaser Corners ◎
Bad
- /Prepared to PassSpeed Star
- Very often will activate during acceleration and be wasted but if you have no choice it’s not completely useless.
Late Surger Skills
- Best
- /Late Surger Straightaways ○Late Surger Straightaways ◎
- /Late Surger Corners ○Late Surger Corners ◎
- /1,500,000 CC15,000,000 CC
- Good
- /Position PilferFast & Furious
- Fine
- /Outer SwellRising Dragon
- Very often will activate during acceleration and be wasted but if you have no choice it’s not completely useless.
- Bad
- /Slick SurgeOn Your Left!
- Random acceleration skill. On average this skill is very bad if you have good acceleration skills, can be taken if you’re lacking those and think you can only win by gambling.
End Closer skills
- Best
- /End Closer Straightaways ○End Closer Straightaways ◎
- /End Closer Corners ○End Closer Corners ◎
- Fine
- /Intense GazePetrifying Gaze
- Debuff skill that hits all opposing Uma in vision range, can easily miss some Front Runners and things behind.