Team Trials Guide
Team trials is the basic PvP in Umamusume that pairs you up against random opponents in the same class. Five races will be performed between you and your opponent (3v3 teams for each race) with 6 NPC Umas included.
Only the highest score will be recorded per week, so the goal is to train Umas that are capable of scoring high.
There are different components to the scoring, but most of those details don’t really change how you want to build the Umas.
TLDR is that skill activations contribute a lot to the score. You want to choose skills that have the highest likelihood of activating (even if some of them don’t contribute to winning). You’ll need lots of skill activations to score high, winning will happen naturally as you have many opportunities to do so within the week.
Each race type has an "Ace" slot on top. This is a special slot that grants a 10% score bonus by default to the Uma placed there. You should place your Uma with the highest score potential there, white skills score 500 and gold skills score 1200.
If possible, bring at least 1 Wit card,

Bringing one Uma of each style (per team) is ideal, though not required.
What Skills to Take
Here are the skills ranked from best to worst depending on the likelihood of them activating.
For skills that can be double circled, only take the single circle version as double circle does not increase the score it gives. Gold skill activations score 1200 and white skills score 500, so weigh them up a bit depending on the SP costs.
Generic Skills
- /Corner Recovery ○Swinging Maestro
- /Corner Adept ○Professor of Curvature
- /Corner Acceleration ○Corner Connoisseur
- /Straightaway AdeptBeeline Burst
- /Straightaway RecoveryBreath of Fresh Air
- /Straightaway AccelerationRushing Gale!
- Almost all tracks will have a corner and a straight so these skills will all activate consistently.
- /Ramp UpIt's On!
- /Homestretch HasteIn Body and Mind
- Triple 7s
- /FocusConcentration
- /Prudent PositioningCenter Stage
- /Go with the FlowLane Legerdemain
- All Hesitant / Subdued / Flustered Debuffs
- These will generally work consistently, provided there is a target. Do note that non-NPC End closers will be rarer outside mid/long, so it’s not advised to take them outside those distances.
- Firm Conditions ○
- This condition is the most common in team trials, the other generic green skills are not recommended.
- Slipstream
- Playtime's Over!
- Highlander
- /Pace StrategyIndomitable
- Tail Held High
- Groundwork
- Shake It Out
- The above skills (



- /Lay LowIron Will
- /Calm in a CrowdUnruffled
- Uma Stan
- /Nimble NavigatorNo Stopping Me!
- Trick (Front)
- Trick (Rear)
- All Frenzied debuffs
- These 3 only trigger when enemy Uma go into the rushed state and likelihood is not that high.
Style Specific Skills
Best
- Front Runner Savvy ○
- Front Runner Straightaways ○
- Front Runner Corners ○
- /Early LeadTaking the Lead
- /Fast-PacedEscape Artist
Good
- /MoxieRestless
- Leader's Pride
- /Final PushUnrestrained
- Requires first place, don’t double up on front runners if you take this skill.
Good
- Second Wind
- /Dodging DangerSixth Sense
- Restart
Best
- Pace Chaser Savvy ○
- Pace Chaser Straightaways ○
- Pace Chaser Corners ○
- /Preferred PositionRace Planner
- /HydrateGourmand
- /Prepared to PassSpeed Star
- Shrewd Step
- /DisorientDazzling Disorientation
Good
- /Stamina to SpareCalm and Collected
- /Straight DescentDetermined Descent
Bad
- /Tactical TweakShatterproof
Best
- Late Surger Savvy ○
- Late Surger Straightaways ○
- Late Surger Corners ○
- /A Small BreatherRelax
- /FighterHard Worker
- /StudiousThe Bigger Picture
Good
- /1,500,000 CC15,000,000 CC
- /Outer SwellRising Dragon
- /Position PilferFast & Furious
Fine
- /Sharp GazeAll-Seeing Eyes
- /Slick SurgeOn Your Left!
- Requires the Uma to be 6th or below at a random point in the final leg, not super consistent.
Best
- End Closer Savvy ○
- End Closer Straightaways ○
- End Closer Corners ○
- /Straightaway SpurtEncroaching Shadow
- /I Can See Right Through YouThe Coast Is Clear!
Good
- /After-School StrollGo-Home Specialist
- /StrategistCrusader
- /Intense GazePetrifying Gaze
- /Standing BySleeping Lion
- Not recommended on Goldship.
Bad
- /LevelheadedSerenity
- /Masterful GambitSturm und Drang
Distance Specific Skills
For distance specific skills, they 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.
Best for All
- Sprint Straightaways ○
- Sprint Corners ○
- /Sprinting GearTurbo Sprint
- /Meticulous MeasuresPerfect Prep!
Good for Specific Styles
- LE | Wait-and-See
- (F)P | /CountermeasurePlan X
- (F)P | /IntimidateAdored by All
- LE | /Stop Right There!You've Got No Shot
Fine for Specific Styles
- LE | /Gap CloserBlinding Flash
Bad
- F | /Huge LeadStaggering Lead
- Only works as first place (only somewhat usable by Front Runners), and requires a significant lead which is hard to create consistently in sprint, where Umas are more tightly packed.
Best for All
- Mile Straightaways ○
- Mile Corners ○
- /Unyielding SpiritBig-Sisterly
- /AccelerationStep on the Gas!
Good for Specific Styles
- F | /Speed EaterGreed for Speed
- F | /Productive PlanMile Maven
- FP | /Shifting GearsChanging Gears
- LE | /Watchful EyeKeen Eye
- LE | /Opening GambitBattle Formation
Fine for Specific Styles
- L(E) | /UpdraftersFurious Feat
Best for All
- Medium Straightaways ○
- Medium Corners ○
- /HawkeyeClairvoyance
- /Soft StepMiraculous Step
Good for Specific Styles
- F | /Rosy OutlookTrackblazer
- LE | /Thunderbolt StepLightning Step
- FP | /Up-TempoKiller Tunes
Fine for Specific Styles
- L(E) | /TetherDominator
Bad
- /MurmurMystifying Murmur
- Requires being blocked
- /SteadfastUnyielding
Best for All
- Long Straightaways ○
- Long Corners ○
- /Smoke ScreenIllusionist
- /PressureOverwhelming Pressure
- /Deep BreathsCooldown
- Passing Pro
Good for All
- /Inside ScoopInnate Experience
Good for Specific Styles
- F | /Keeping the LeadVanguard Spirit
- LE | /Stamina EaterStamina Siphon
Bad
- /Extra TankAdrenaline Rush
- Activates when you’re very low on , which effectively means you’ve lost the race.Stamina
Unique Skills
In general, it’s not advised to take inherited uniques as the base cost is very high (200) and it scores the same as a normal skill.
Below is a rough tier list for which uniques are the most consistent to activate, using the Umas default styles, top being most consistent.
Unique skill levels also affect the scoring, 1 and 2 star uniques score less than 3 star uniques.
Skill Level | ✰/✰✰ | ✰✰✰+ |
---|---|---|
1 | 1500 | 2000 |
2 | 1700 | 2200 |
3 | 1800 | 2300 |
4 | 1900 | 2400 |
5 | 2000 | 2500 |
6 | 2100 | 2600 |
7 | 2200 | 2700 |
8 | 2300 | 2800 |
9 | 2400 | 2900 |
10 | 2500 | 3000 |
Which Umas should I bring?
Front Runners and Pace Chasers are generally favoured as the inclusion of NPCs (of randomized styles) often disrupts the skill/unique activation requirements of Late Surgers and End Closers.
It’s generally ideal to diversify and have three unique styles per team, as there is a good position bonus for ranking first between all the Umas of the same style at certain points in the race.
This score bonus is 2000 maximum for each unique style, so it’s fine to double up on a style as long as you don’t disrupt your own Umas skill requirements (i.e. having Seiun Sky alongside another Front Runner).
Required Stamina chart
The most important stat when it comes to finishing a race is

- Sprint and Mile are calculated with 1200 , 1200Speed, 300Powerand 600Guts.Wit
- Medium and Long with 1200 , 1200Speed, 400Powerand 600Guts.Wit
- With no skills other than heals and no downhills (these reduceconsumption).Stamina
All of them done with S distance, winning by a big margin earns you more score so if you want to min-max really hard it’s worthwhile getting.
Do leave a little leeway as these are the bare minimum values, and enemies could have debuff skills and speed skills consume a very small amount of HP (since you run faster).
Reducing



For Medium or below, only the highest distance has been listed as the requirements should be fairly easy to hit.
Required Stamina | Front Runner | Pace Chaser | Late Surger | End Closer |
---|---|---|---|---|
Sprint - 1400m | 460 | 520 | 490 | 500 |
Mile - 1800m | 700 | 790 | 740 | 750 |
Medium - 2400m | 980 | 1100 | 1020 | 1040 |
Medium - 2400m | 980 | 1100 | 1020 | 1040 |
Risky Med - 2400m | 770 + 1 gold | 880 + 1 gold | 820 + 1 gold | 830 + 1 gold |
Long - 2600m | 1160 | 1200 | 1200 | 990 + 1 gold |
Risky Long - 2600m | 920 + 1 gold | 1050 + 1 gold | 980 + 1 gold | 780 + 2 golds |
Long - 3000m | 1100 + 1 gold | 950 + 2 gold | 880 + 2 gold | 900 + 2 golds |
Long - 3200m | 920 + 2 golds | 1050 + 2 golds | 930 + 2 golds | 960 + 2 golds |
Long - 3400m | 1080 + 2 golds | 1200 + 2 golds | 1070 + 2 golds | 1100 +2 golds |
Long - 3600m | 1020 + 3 golds | 1160 + 3 golds | 1090 + 3 golds | 1110 + 3 golds |
Relying on heals to finish the race drops your consistency as skill activation rate can never reach 100%, the more you rely on them the less consistent you’ll be.
There’s about a 55% chance of getting 2500/2600 in Long, and 45% of getting 3000/3200/3400/3600.
Generally people will aim for one of these, as training your uma for both isn’t the most practical, train for either 2600 or 3600.