URA Training Guide

Umamusume: Pretty Derby has a unique approach to gacha games in the sense that the powercreep comes majorly from newly added scenarios. Each new scenario tends to be longer and harder than the previous one (although that’s not always the case), and gives better stats. For this guide, we will be taking a look at the first career scenario: URA Finale. It is the easiest and shortest scenario, perfect to learn the basics of training Umas, and remains relevant later as a source for quick parent/spark farming and quick dailies.

Getting Started

First you need to decide who you will train and for what purpose. Check the skills in your deck and Legacies to make sure they match the Aptitudes you're aiming for; If you're building an “End Closer” for “Long Races”, then skills aimed at that style, partnered with lots of

Stamina
Stamina
will be of great help. Whenever you aren't sure what to pick, check specialized guides and character pages. Other tips include:

  • Check your Uma’s growth rates and Aptitudes, you can take advantage of sparks or skills to cover her weaknesses on certain stats or races;
  • Borrow MLB Support Cards and legacies with the sparks you need until you have your own legacies built. This will give you a nice headstart;

Training Loop

Your first year up until the first summer camp will be focused on building bonds and increase the level of training facilities.

Speed
Speed
will often be your priority, and in most cases, decks will cater to two stats only in order to maximize the gains from training sections. The trick here is consistency in training.

  • Start by always looking over who is available for training in each of the five training types. In order of priority: Check who is available in your main stats training > If there are two or more people, train there > If not, train wherever there are the most people > If no training has at least two partners, then hit the “Recreation” button, but never do so if your energy is full or if your mood is already “Great”.
    • Whenever the risk of injury reaches 20% or above, consider resting unless the training session grants significant bonuses. Injuries can debuff your character and you may take up to 3 turns to recover in full.
    • Hints (!) give additional +5 bond points, consider prioritizing them even if the partner doesn’t have a skill that you want in order to build up bond.
    • Do not train something you don’t need merely for the friendship bonuses (i.e.
      Guts
      Guts
      ). It’s still priority that you manage to have enough stats to win your races. Furthermore, every 4 training sessions grants a facility upgrade, so when in doubt, always consider either the facility you need to upgrade the most, or
      Wit
      Wit
      in early career for better energy cycling.
  • Once you reach orange bonds (4 bars), there will be a chance to get rainbows (Friendship Training). From this point onwards, prioritize training with two or more rainbows. If there aren’t any, you may consider running an optional race instead.
    • The amount of stats you get from each training section are determined by mood and the effects “Training Effectiveness” and “Friendship Bonus” (for rainbows). “Specialty Priority” is also another nice effect to have to ensure that you will get your rainbows and partners in the type of training stat you want. The maximum amount of a stat you can get from a single training section is +100, as demonstrated below.
Guide
Guide

Meanwhile, the amount of stats you can get from a race is determined by the effect “Race Bonus”. At 35% Race Bonus, you can get 13 stat + 60 skill points for the average cost of 15 energy when running a G1, 10 + 47 for G2/G3 and 6+47 for OP. It’s overall a best cost-benefit than training, however, there are two things to be taken into consideration: First, the stat you get is random. Second, running many races is only beneficial for Team Trials Umas, who take advantage of many skills. For Champions Meeting, where the skill choice has to be more streamlined and raw stat checks are higher, you should try to keep your focus on training over races as much as possible.

Winning Races

In order to win races during the campaign, you must consider the kind of race and build you are going for. The primary concern here is

Stamina
Stamina
, if your Uma runs out of
Stamina
Stamina
, she won’t be able to run at full Speed during the last part of the race, and consequently, all speed-related skills become useless as well. During career mode, you can be more lenient on
Stamina
Stamina
, as the checks aren’t as hard as the ones in PvP (Team Trials, Champion’s Meeting, etc), and you can also use skills to compensate for the lack of that stat (just remember that depending on your
Wit
Wit
, skill activation can be unreliable).

  • Each Gold/Unique skill compensates for (estimate, rounded numbers) 290~320
    Stamina
    Stamina
    , while each white skill compensates for 80
    Stamina
    Stamina
    on average.

Guts
Guts
also play a small role here as it lowers your
Stamina
Stamina
consumption during the last spurt. This means that each track length has its own
Guts
Guts
threshold.

DistanceGuts Threshold
Sprint210
Mile260
Medium320
Long (3000m)380
Long (3600m)440

Recommended

Stamina
Stamina
, considering 1200
Speed
Speed
and
Power
Power
, 600
Wit
Wit
and no skills other than heals. (Special thanks to Ottoh and Erzzy for the tables, and special thanks to Erzzy for the permission and collaboration). Risky = Relies on skill activation.

Required StaminaFront RunnerPace ChaserLate SurgerEnd Closer
Sprint - 1400m460520490500
Mile - 1800m700790740750
Risky Mile - 1800m540 + 1 gold620 + 1 gold580 + 1 gold590 + 1 gold
Medium - 2400m980110010201040
Risky Medium - 2400m770 + 1 gold880 + 1 gold820 + 1 gold830 + 1 gold
Long - 2600m116012001200990 + 1 gold
Long - 3200m940 + 2 golds1070 + 2 golds980 + 2 golds1000 + 2 golds
Long - 3600m1020 + 3 golds1160 + 3 golds1090 + 3 golds1110 + 3 golds

There are even more formulas and variables to be taken in consideration, but we’re trying to keep it quick and simple. If you want to delve deeper into min-maxing without burying yourself into formulas, we recommend this calculator.

You may be wondering, if these are the final thresholds to aim for, then how do you manage midway through a Career?

  • Use the tables above as guidelines, check your Trainee’s goals and if she has one or more
    Stamina
    Stamina
    checks (Long races), shift your training focus ahead of time;
  • Change your Trainee’s positioning in race, put her as Front.
  • Avoid buying skills during the career itself if you can get away with it. This may save you a lot of skill points by getting extra hints along the way.
  • Click the arrow on the sides to check on the other runner’s stats. Career mode allows you to be more lenient on stats overall, since the opponents are much weaker than actual player-trained Umas. If you’re struggling with a specific race, take note of your opponents and set stats higher than them as goals for that part of the career.
Guide

Scenario Specific Tips

  • The Career lasts 70 turns. On average, 10 are reserved for goal races (including the URA Finale phase), and 8 for summer. This leaves 58 regular turns (note that this number may change depending on character goals and overlaps with summer).
  • Each training facility takes 4 training sections to level up, totalling 16 turns to reach level 5 (max).
  • During the first Summer trip, the top option choice always gives +10
    Power
    Power
    while the bottom choice always gives +10
    Guts
    Guts
    ;
  • During the second Summer trip, the choice doesn’t matter and the reward will always give +5 to three random stats;
  • During the first New Year:
    • Top option: +10 to the Uma’s favored stat
    • Middle option: +20 Energy
    • Bottom option: Skill Points +20
  • During the second New Year:
    • Top option: +30 Energy
    • Middle option: +5 All Stats
    • Bottom option: Skill Points +35
  • The best cost-benefit is always the +Energy choice, unless your energy is nearing the full bar.
  • Unique skills level up:
    • Senior Year, Early February (Req.: Turf: 60.000 Fans / Dirt: 40.000 Fans)
    • Senior Year, Early April (Req.: Green bar bond with Director Akikawa + Turf: 70.000 Fans/ Dirt: 60.000 Fans)
    • Senior Year, Late December (Req.: Turf: 120.000 Fans / Dirt: 80.000 Fans)
  • Acupuncturist is the ultimate gamble. The safest choice is the last one (+10 Energy). All other choices have varying chances of success, while a failure will incur penalties and debuffs:
    • Option 1: (~30% chance) All stats +20 / (~70% chance) Mood -2, All stats -15, get [Night Owl] negative status;
    • Option 2: (~45% chance) Obtain Corner Recovery ○ and Straightaway Recovery skills / (~55% chance) Energy -20 and Mood -2;
    • Option 3: (~70% chance) Max Energy +12, Energy +40, Heal all negative statuses / (~30% chance) Energy -20, Mood -2, get [Practice Poor] negative status;
    • Option 4: (~85% chance) Energy +20, Mood +1, get Charming ○ positive status / (~15% chance) Energy -10 or -20, Mood -1, chance to get [Practice Poor] negative status.

Getting High Scores

Only two things affect score: Stats and Skills.

Stats can go from +352 score at 300, up to +3841 score each at 1200, following a crescent pattern. If you want to inflate your score, it’s more valuable to focus only on 1~2 stats, especially if you don’t have a strong deck or strong legacies.

Skills give points based on type:

  • 1★ or 2★ Uma: Each unique skill level = +120 rating
  • 3★ or higher Uma: Each unique skill level = +170 rating
  • Base score for 100 and above cost skills (ignoring discounts) = +239 rating
  • Base score for below 100 cost skills (ignoring discounts) = +129 rating

Using this, you can inflate your score to get achievements or increase your Team Trials rating to get Carats. However, remember that a high score doesn’t necessarily equal a strong Uma.

FAQ

  • What are Fans for?
    • They're used as a requirement to become eligible to races, upgrade Unique skill, and unlock character fanclub titles.
  • How do I get [Distance] URA Finale ending?
    • The URA Finale phase ending type will be determined by the type of race your Uma ran the most. You can count how many races of each distance she has as her goals, and then add optional races of the desired length until that distance becomes the majority.