Track Conditions

Guide

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 1600m Mile Turf
  • Clockwise - Firm - Autumn - Sunny
  • There is a hidden
    Power
    Power
    threshold, where you will gain a 10%
    Speed
    Speed
    increase (5% if there are 2 stat thresholds) per 300
    Power
    Power
    .
    • This caps out at 901+ and is actually quite a significant boost. (only factors in the number on stat page + mood, so green skills don't count).
  • Here’s the hidden stat threshold table, by hitting those, you gain that % of
    Speed
    Speed
    bonus as a multiplier.
  • This track only has one stat for the threshold, so the value is doubled. If you have 901
    Power
    Power
    you’ll gain a 1.4x
    Speed
    Speed
    multiplier.
StatSpeed bonus
0-3005%
301-60010%
601-90015%
901+20%

Important Track Characteristics

  • Final Leg begins on a corner, meaning
    Speed-Acceleration
    Angling and Scheming
    and
    Speed-Acceleration
    Let's Pump Some Iron!
    will be some of the best acceleration tools.
  • Final Corner is a fair distance (117m) before the start of Final leg, meaning
    Speed-Acceleration
    Red Shift/LP1211-M
    and
    Speed-Acceleration
    Shooting for Victory!
    will not be useful -
    Speed-Velocity
    Flowery☆Maneuver
    and
    Speed-Acceleration
    Condor's Fury
    are usable.
  • There’s no downhill so don’t learn any skill associated with that.
  • Front Runners are quite dominant on Hanshin 1600m, but Late Surgers can steal some wins as they have access to 2 random acceleration gold skills.
  • The shorter the distance, the more powerful random acceleration skills are. This is due to the fact that the Umas have to spend most of Final Leg accelerating to top speed.
  • Rough ranking for each style is as such: Front Runner > Late Surger >> End Closer >>> Pace Chaser.
  • Pace Chasers have no good acceleration tools to rely on, making them very weak.

Key Inherits for Each Style

Front Runner

The strongest style on the track by a decent margin, Front Runners are the most frustrating and time consuming to make if you want to be competitive, be warned.

Inherit

Speed-Acceleration
Angling and Scheming
from
Seiun Sky
Seiun Sky
:

  • 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

Speed-Acceleration
Groundwork
and learn any 3 of the following skills:

  • Passive_Speed
    Right-Handed ○
  • Autumn Runner ○
  • Passive_Stamina
    Hanshin Racecourse ○
  • Passive_Stamina
    Standard Distance ○
  • Passive_Power
    Firm Conditions ○
  • Passive_Other
    Sunny Days ○
  • Passive_Knowledge
    Front Runner Savvy ○
  • Focus
    Focus
    /
    Focus
    Concentration

Lifting Your Spirits
Nishino Flower [Lifting Your Spirits]
has 3 of these green skills as hints, you should use her for a Front Runner deck.

  • Do note that relying on
    Focus
    Focus
    /
    Focus
    Concentration
    means your
    Speed-Acceleration
    Groundwork
    will require 2 activation checks (with
    Wit
    Wit
    ) to activate.
  • If your
    Wit
    Wit
    is only 600, you’ll only have a 72% chance to trigger it which is not ideal.
  • Speed-Velocity
    The Duty of Dignity Calls
    (
    Mejiro McQueen
    Mejiro McQueen
    unique skill) is a strong secondary inherit for Front Runners here, as it activates in Mid Leg.
  • Front runners without
    Speed-Acceleration
    Groundwork
    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.
Pace Chaser

Worst style, the only way to win is to fight Front Runners for 1st so you can activate

Speed-Acceleration
Angling and Scheming
.

Late surger

Second strongest style, most Umas will be using this style optimally.

Inherit

Speed-Acceleration
Let's Pump Some Iron!
,
Speed-Velocity
Triumphant Pulse
(
Oguri Cap
Oguri Cap
unique) is a good secondary inherit option. Grab
Speed-Acceleration
On Your Left!
and
Speed-Acceleration
Furious Feat
if possible - you will need at least one of them.

End Closer

Decent style, competes with Late Surger for 6th but doesn’t have access to

Speed-Acceleration
On Your Left!
.

Inherit

Speed-Acceleration
Let's Pump Some Iron!
. Grab
Speed-Acceleration
Furious Feat
.

CM Tier List

Umas are roughly ordered within tiers, with left being strongest.

S+

Front

Front

Front

S

Late

Late

Front

Late

B

Late

Late

End

End

Pace

Late

*Asterisk added for Falcon as she is harder than all the other Umas to train.

Ratings explanations

Building a Team

Here are some team templates, however many Fronts you want to use depends on the amount of effort you want to spend on building them. Front’s are extremely strong so 2 Front + 1 Late would give the best win rates.

1 Front + 2 Late is lower effort and will still win a lot.

  • 2 Front + 1 Late
    • Strongest team setup, Front’s are extremely strong on the track and it’s good to have a Late as backup plan if they fail to take first.
  • 1 Front + 2 Late
    • If your Front Runner is the only one in the race, they don’t function properly and will not be able to gain a big lead on the rest of the Umas, likely leading them to lose.
    • However, Fronts should be common enough on this track to where that won’t happen often.
    • Err
      will be the best option for this, but the other fronts will work also.
  • 3 Late
    • Easiest team to build, gives you a very good chance to activate
      Speed-Acceleration
      Let's Pump Some Iron!
      on one of your Umas.
    • Usually only one Uma will get significant benefit from
      Speed-Acceleration
      Let's Pump Some Iron!
      , so you’re putting all your eggs in one basket.
    • The other Umas can highroll into good timing on the gold acceleration skills so they aren’t guaranteed to lose.
  • 3 Front
    • Very High effort and the 3rd Front doesn’t serve much purpose aside from giving you better odds at activating
      Speed-Acceleration
      Angling and Scheming
      .
    • Only one of them will activate it at once so the others will most likely lose.
    • Not recommended as putting all your eggs into 1 basket can easily backfire.

If you want to use

Mayano Top Gun Pace, she can fit into most of the teams unless you use 2 Fronts.

Stats Goals

Aim for 1200

Speed
Speed
/ 950+
Power
Power
/ 350-400
Guts
Guts
/ 800+
Wit
Wit
.

If your cards are good, aim for a little more

Power
Power
and more
Wit
Wit
. Front and Pace want more
Wit
Wit
, Late and End want
Power
Power
.

Here is the required

Stamina
Stamina
chart for each style depending on your goals

  • These are calculated with 1200
    Speed
    Speed
    , 950
    Power
    Power
    , 400
    Guts
    Guts
    and 800
    Wit
    Wit
    , with the recommended acceleration skills active. (add about 80
    Stamina
    Stamina
    if you want to have enough
    Stamina
    Stamina
    for full duration of the rushed state)
  • Debuffers shouldn’t be common in Mile as the
    Stamina
    Stamina
    requirements are not very high, and some of the stamina debuffs are Medium distance only.
  • If you are afraid of debuffers, Nature’s one gold debuff, assuming it lands, is worth about 80
    Stamina
    Stamina
    on this track.
Required stamina
Front545
Pace595
Late555
End565

We’d recommend at least 60

Stamina
Stamina
above these values.

Highly recommend not relying on recoveries for Mile, as that adds extra failure rate to your Uma when the

Stamina
Stamina
goals are already quite low.

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?

  • Fire at My Heels
    Kitasan Black [Fire at My Heels]
    should be the borrow if you don’t have her at 3LB or higher, then
    Wave of Gratitude
    Fine Motion [Wave of Gratitude]
    if you do.
  • Late Surgers require certain SSR card(s) for skills so adjust accordingly.
  • Most people should be using 3
    Speed
    Speed
    1
    Wit
    Wit
    + 1 of either
    Power
    Power
    /
    Stamina
    Stamina
    /
    Pal
    Pal
    .
  • Adjust your stat inherits according to whichever you fill that slot with (more
    Power
    Power
    inherit if you use a
    Stamina
    Stamina
    card /
    Pal
    Pal
    and vice versa).
  • The last slot can be anything, if your
    Speed
    Speed
    cards are too weak to reach the stat target then add one more
    Speed
    Speed
    etc.
  • Some of the Late Surgers will be forced to use at least one
    Guts
    Guts
    card, so lower your stat expectations if you are unable to reach them.
  • Late Surgers should use
    BNWinner!
    Winning Ticket [BNWinner!]
    for
    Speed-Acceleration
    On Your Left!
    , and
    Get Lots of Hugs for Me
    Oguri Cap [Get Lots of Hugs for Me]
    /
    Fairest Fleur
    Grass Wonder [Fairest Fleur]
    for
    Speed-Acceleration
    Furious Feat
    .
  • Prioritize
    Speed-Acceleration
    Furious Feat
    if you have to choose one,
    Get Lots of Hugs for Me
    Oguri Cap [Get Lots of Hugs for Me]
    is the better card to use.
  • Prioritize reaching
    Stamina
    Stamina
    goals first, as having high
    Speed
    Speed
    but not having the
    Stamina
    Stamina
    to finish the race at full
    Speed
    Speed
    is worse than the reverse.
  • If you reach the stat goals with those 5 card slots then you should try for higher
    Power
    Power
    on Late Surger and End Closer, and more
    Wit
    Wit
    on Front Runner and Pace Chaser.
Sample Decks
  • Low Spender/Reroller Deck #1
    • Fire at My Heels
      Kitasan Black [Fire at My Heels]
    • Lamplit Training of a Witch-to-Be
      Sweep Tosho [Lamplit Training of a Witch-to-Be]
    • First-Rate Plan
      King Halo [First-Rate Plan]
    • Let's Get This Party Lit!
      Daitaku Helios [Let's Get This Party Lit!]
    • A Marvelous ☆ Plan
      Marvelous Sunday [A Marvelous ☆ Plan]
    • Wave of Gratitude
      Fine Motion [Wave of Gratitude]
      (Borrow)
  • Low Spender/Reroller Deck #2
    • Fire at My Heels
      Kitasan Black [Fire at My Heels]
    • Lamplit Training of a Witch-to-Be
      Sweep Tosho [Lamplit Training of a Witch-to-Be]
    • First-Rate Plan
      King Halo [First-Rate Plan]
    • Pal
      Pal
      Riko Kashimoto (SSR)
    • A Marvelous ☆ Plan
      Marvelous Sunday [A Marvelous ☆ Plan]
    • Wave of Gratitude
      Fine Motion [Wave of Gratitude]
      (Borrow)
  • Free to Play Deck #1
    • Lamplit Training of a Witch-to-Be
      Sweep Tosho [Lamplit Training of a Witch-to-Be]
    • First-Rate Plan
      King Halo [First-Rate Plan]
    • Let's Get This Party Lit!
      Daitaku Helios [Let's Get This Party Lit!]
    • A Marvelous ☆ Plan
      Marvelous Sunday [A Marvelous ☆ Plan]
    • Fate's Forecast
      Matikanefukukitaru [Fate's Forecast]
    • Fire at My Heels
      Kitasan Black [Fire at My Heels]
      (Borrow)
  • Free to Play Deck #2
    • Lamplit Training of a Witch-to-Be
      Sweep Tosho [Lamplit Training of a Witch-to-Be]
    • First-Rate Plan
      King Halo [First-Rate Plan]
    • Pal
      Pal
      Riko Kashimoto (R)
    • A Marvelous ☆ Plan
      Marvelous Sunday [A Marvelous ☆ Plan]
    • Fate's Forecast
      Matikanefukukitaru [Fate's Forecast]
    • Fire at My Heels
      Kitasan Black [Fire at My Heels]
      (Borrow)
  • Front Runner Deck
    • Fire at My Heels
      Kitasan Black [Fire at My Heels]
    • Lamplit Training of a Witch-to-Be
      Sweep Tosho [Lamplit Training of a Witch-to-Be]
    • First-Rate Plan
      King Halo [First-Rate Plan]
    • Nishino Flower (SR) Wit
    • A Marvelous ☆ Plan
      Marvelous Sunday [A Marvelous ☆ Plan]
    • Wave of Gratitude
      Fine Motion [Wave of Gratitude]
  • Late Surger Deck (Grass Wonder)
    • Fire at My Heels
      Kitasan Black [Fire at My Heels]
    • Lamplit Training of a Witch-to-Be
      Sweep Tosho [Lamplit Training of a Witch-to-Be]
    • First-Rate Plan
      King Halo [First-Rate Plan]
    • A Marvelous ☆ Plan
      Marvelous Sunday [A Marvelous ☆ Plan]
    • Fate's Forecast
      Matikanefukukitaru [Fate's Forecast]
    • Get Lots of Hugs for Me
      Oguri Cap [Get Lots of Hugs for Me]
      • Ignore the Stares
        Mejiro Dober [Ignore the Stares]
        can be a good option for
        Speed-Acceleration
        Slick Surge
        skill hint for Umas without easy access to it.
  • Mayano Top Gun Deck (Pace Chaser)
    • Fire at My Heels
      Kitasan Black [Fire at My Heels]
    • Lamplit Training of a Witch-to-Be
      Sweep Tosho [Lamplit Training of a Witch-to-Be]
    • First-Rate Plan
      King Halo [First-Rate Plan]
    • A Marvelous ☆ Plan
      Marvelous Sunday [A Marvelous ☆ Plan]
    • Nothing Hard Work Can't Solve!
      Daiwa Scarlet [Nothing Hard Work Can't Solve!]
    • Fiery Discipline
      Yaeno Muteki [Fiery Discipline]
      (Borrow)
Stat inherits

It's usually best to use a split between

Power
Power
and
Stamina
Stamina
inherits to help you reach the stat targets.

Inherit more

Stamina
Stamina
if you’re using a
Power
Power
card, inherit more
Power
Power
if you’re using a
Stamina
Stamina
card or
Pal
Pal
.

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
    Speed
    Speed
    ones, or
    Stamina
    Stamina
    if you need it to hit the
    Stamina
    Stamina
    thresholds, others only learn if you have extra SP.
  • 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

We’ll have a section for Recovery skills in case you’re forced to take some. Note that it’s suboptimal to rely on these in Sprint or Mile.

  • Best for All
    • Recovery
      Corner Recovery ○
      /
      Recovery
      Swinging Maestro
    • Recovery
      Triple 7s
    • Recovery-Team
      Ignited Spirit STA
      /
      Recovery-Team
      Burning Spirit STA
  • Good for All
    • Recovery
      Straightaway Recovery
      /
      Recovery
      Breath of Fresh Air
  • Good for Specific Styles
    • PL |
      Recovery
      Pace Strategy
      /
      Recovery
      Indomitable
  • Fine for Specific Styles
    • LE |
      Recovery
      Watchful Eye
      /
      Recovery
      Keen Eye
  • Terrible
    • Recovery
      Lay Low
      /
      Recovery
      Iron Will
    • Recovery
      Calm in a Crowd
      /
      Recovery
      Unruffled
    • Recovery
      Shake It Out
Style Locked Recoveries
  • Best
    • F |
      Recovery
      Moxie
      /
      Recovery
      Restless
    • P |
      Recovery
      Hydrate
      /
      Recovery
      Gourmand
    • P |
      Recovery
      Preferred Position
      /
      Recovery
      Race Planner
  • Good
    • P |
      Recovery
      Stamina to Spare
      /
      Recovery
      Calm and Collected
    • E |
      Recovery
      Standing By
      /
      Recovery
      Sleeping Lion
  • Terrible
    • L |
      Recovery
      A Small Breather
      /
      Recovery
      Relax
    • E |
      Recovery
      Serenity
      /
      Recovery
      Levelheaded
  • Doesn’t work at all
    • E |
      Recovery
      After-School Stroll
      /
      Recovery
      Go-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 + Mile skills
  • Almost Mandatory for Specific Styles
    • LE |
      Speed-Acceleration
      Updrafters
      /
      Speed-Acceleration
      Furious Feat
      • Late Surger and End Closer want this very badly to achieve any semblance of consistency.
  • Best for All Styles
    • Passive_Speed
      Right-Handed ○
    • Autumn Runner ○
      • Speed
        Speed
        green skills are usually worth the price, double circle is much less efficient.
    • Passive_Stamina
      Hanshin Racecourse ○
    • Passive_Stamina
      Standard Distance ○
      • Extra
        Stamina
        Stamina
        can be useful if you need it to hit the target stats.
    • Speed-Velocity
      Mile Straightaways ○
      /
      Speed-Velocity
      Mile Straightaways ◎
    • Speed-Velocity
      Mile Corners ○
      /
      Speed-Velocity
      Mile Corners ◎
    • Speed-Velocity
      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)
    • Speed-Velocity
      Playtime's Over!
  • Best for Specific Styles
    • F |
      Debuff_Slow
      Speed Eater
      • Only activates when you’re first place, but has very high payoff as it provides a speed buff and debuffs 5 Umas behind you.
  • Good for All Styles
    • Speed-Velocity
      Corner Adept ○
      /
      Speed-Velocity
      Professor of Curvature
    • Velocity-Team
      Ignited Spirit SPD
      /
      Velocity-Team
      Burning Spirit SPD
    • Passive_Power
      Firm Conditions ○
    • Passive_Other
      Sunny Days ○
      • Guts
        Guts
        is similar in value to
        Stamina
        Stamina
        up until about 400, decent take if you need more
    • Speed-Velocity
      Unyielding Spirit
      /
      Speed-Velocity
      Big-Sisterly
  • Good for Specific Styles
    • (F)P |
      Speed-Velocity
      Shifting Gears
      /
      Speed-Velocity
      Changing Gears
    • PLE |
      Speed-Velocity
      Ramp Up
      / It’s On!
    • PLE |
      Speed-Velocity
      Homestretch Haste
    • PLE |
      Velocity-Team
      Ignited Spirit GUTS
      /
      Velocity-Team
      Burning Spirit GUTS
    • PLE |
      Acceleration-Team
      Ignited Spirit PWR
      /
      Acceleration-Team
      Burning Spirit PWR
  • Fine for All Styles
    • Speed-Velocity
      Straightaway Adept
  • Fine for Specific Styles
    • F |
      Speed-Velocity
      Productive Plan
      /
      Speed-Velocity
      Mile Maven
      • Requires first place at a random point in Opening Leg, payoff is good but too inconsistent to rate higher.
Front Runner skills
  • Best
    • Speed-Velocity
      Fast-Paced
      /
      Speed-Velocity
      Escape Artist
    • Speed-Velocity
      Front Runner Straightaways ○
      /
      Speed-Velocity
      Front Runner Straightaways ◎
    • Speed-Velocity
      Front Runner Corners ○
      /
      Speed-Velocity
      Front Runner Corners ◎
    • Speed-Velocity
      Leader's Pride
  • Fine
    • Speed-Acceleration
      Final Push
Pace Chaser skills
  • Best
    • Speed-Velocity
      Pace Chaser Straightaways ○
      /
      Speed-Velocity
      Pace Chaser Straightaways ◎
    • Speed-Velocity
      Pace Chaser Corners ○
      /
      Speed-Velocity
      Pace Chaser Corners ◎
  • Fine
    • Speed-Velocity
      Prepared to Pass
      /
      Speed-Velocity
      Speed Star
      • Has a chance to activate late and do nothing but good chance to carryover as well
Late Surger Skills
  • Almost Mandatory
    • Speed-Acceleration
      Slick Surge
      /
      Speed-Acceleration
      On Your Left!
      • Late Surgers want this very badly to achieve reasonable consistency.
  • Best
    • Speed-Velocity
      Late Surger Straightaways ○
      /
      Speed-Velocity
      Late Surger Straightaways ◎
    • Speed-Velocity
      Late Surger Corners ○
      /
      Speed-Velocity
      Late Surger Corners ◎
    • Speed-Velocity
      1,500,000 CC
      /
      Speed-Velocity
      15,000,000 CC
  • Good
    • Speed-Velocity
      Position Pilfer
      /
      Speed-Velocity
      Fast & Furious
    • Speed-Velocity
      Outer Swell
      /
      Speed-Velocity
      Rising Dragon
      • Has a chance to activate late and do nothing but good chance to carryover as well
End Closer skills
  • Best
    • Speed-Velocity
      End Closer Straightaways ○
      /
      Speed-Velocity
      End Closer Straightaways ◎
    • Speed-Velocity
      End Closer Corners ○
      /
      Speed-Velocity
      End Closer Corners ◎
  • Fine
    • Debuff_Slow
      Intense Gaze
      /
      Debuff_Slow
      Petrifying Gaze
      • Debuff skill that hits all opposing Uma in vision range, can easily miss some Front Runners and things behind.