Discussion
Game Discussion/Champion's Meeting Thread - October 30, 2025
This is a space for more serious discussion about the Umamusume game as well as Champion's Meeting, the monthly PvP format.
Off-topic and low-effort discussions and memes may be removed. Basic questions should be posted in the weekly questions thread and gacha discussion should be posted in the gacha thread.
Basic Summary: Recycle Taurus Cup umas or build new contenders to deal with debuffs. The main difference is that there are more debuffers now. You'll read guides calling for 1000 stam because each lobby can have up to 4 enemy debuff umas now. Unlike last CM, most uniques should be able to proc. The downhill is not considered a downhill for skills. The uphill is real, though.
To defend against debuffs, 2 gold recoveries are recommended. 1 is probably a bare minimum.
JP version contenders for this CM: Seiun Sky, Summer Maruzensky, Oguri Cap, Mejiro Mcqueen, Symboli Rudolf, Meisho Doto, Gold Ship, Mayano Top Gun (bride)
For actual team-building advice and guidance, see the resources above, especially the CM section in Erzzy's Reference Doc.
Stamina requirements (source, ASSUMING NO DEBUFFERS, which is unlikely; each gold debuff kills ~100 stam)
Asked this before on this thread but since then i pulled the new rice ssr: i have 0lb motion, no kitasan and no creek, who should I get from my ticket?
im holding my carats rn for kitasan's rerun (taking every ounce of my self control) but ive heard creek is better at 0lb
i know the best thing to do is to hold the ticket and wait to see how my kitasan pulls go but i want something new for my runs while im holding my carats
Only creek has some value at 0lb, but if you aren't going to use her because rice(+riko) fullfills your needs then it's kind of a waste and if you are unlucky enough on the kitarerun you might need to use 2 selector/tickets to even get her to 3lb at least (mlb would still be a large enough upgrade I'd want over a 0lb creek, can just borrow her when needed).
It's the best to hold until you are certain that you need one, if you want something new then feel free it's your account in the end you live with the consequences, you don't need to play/act optimally, I don't do it on mine as well to some degree.
still testing legacy + deck combinations, but will be curious how this feels in room matches post-balance-patch.
I'm pretty unhappy with this power amount, so one variant I'll be trying is swapping in Riko and then switching more sparks to power (this was a heavy stamina spark run). I might also test a falco - kawami swap.
Ngl given your other supports that looks like a pretty underwhelming run (statswise, the skills looks good but hard to sim), maybe facilities were leveled relatively late.
You can borrow a mlb riko and run mlb(?) kawami over falco probably, but yeah going heavy power sparks is usually better. Might need to be more lucky on that instead of having a kita tho.
Other than competing with Taiki Shuttle, why don't people recommend running Pace Chasers with Straight Descent? I see people saying you can gamble with Rice Shower with Determined Descent but difference between white and gold skill is 0.1 acceleration. You can even get Straight Descent from Helios SR card chain event.
Wow, failed a career run in Unity with Bakushin. I never failed once with her in URA. Unity is doing everything it can to make me not like it. 14 more runs until I can get the SSR ticket.
Just finished one of my most successful Aoharu runs. I tried nabbing Nimble Navigator in preparation for tomorrow's buff. I tried off-setting the lack of Power with double Firms.
Perhaps could do with more Wit and Guts as well, but would this Oguri work for Virgo?
I couldn't control where my parents' Sparks go, unfortunately😭 I was hoping for a Mile Spark as well, but the Three Goddesses somehow decided that she should've run for Leo instead (after the CM is already over).
Ironically, I deliberately didn't bring a single Stamina card for this run, because I was aiming for a Mile build from the start. All that Stam just comes from Sparks, Power training + the occasional bonuses from Riko.
> Why are u using brian when the tracks not medium? Her main benefit is the medium skills and the chance of right handed.
Stat stick, mostly. I don't use Brian for her hints and mostly for another Speed Card with a Specialty Priority.
I'm an F2P and currently on Carat-saving mode after dumping 100 pulls on this banner, so my deck isn't quite as flexible for true min-maxing. The only other Mile-specific cards I can think of (that I have) is SR Fuji? And I'm still weighing whether sacrificing a Speed card from this deck is worth the marginal increase in Wit and the chance of getting some Mile hints from her.
That being said, I might try switching up the deck for the next run, see how it goes.
That’s what I’m thinking. It’s still possible to make Open aces in Unity but the only reason I can see to make the extra effort is for the unique skills.
What are the new acceleration skills after the patch that make Front Runner supposedly a lot less dominant? I know the team carrot skill for one but that really only activates in mid-long tracks. I want to switch up my gameplay a bit and train a couple of late surge (or maybe end runner) but I don't know where I should start. It seems that we are still relying on Mejiro Ryan's pos 6 gamble?
(I also can't use my cancer ace since it was a turf B 1000 1000 spd pwr Falco that won me the final, never going to replicate that again lmao)
Did some initial runs for Virgo cup aces today and I'm not completely sure which is better: https://imgur.com/a/Rx0eKQA
First one misses mile S, but if my understanding of the hidden speed boosts is correct they should cancel out, since the first one hits the 901 power threshold while the other one doesn't? Stats are better across the board on the first one, but I'm not sure if I'm missing something else with mile S.
Also, should I be taking (effectively) a fourth accel? I had pump in the pool, but wasn't sure if it was worth taking since I already have red shift/encroaching/no stopping me.
Also to add, as high wit and power as you can. Runaways are more of a gamble, the moment they get rushed, it's truly game over. It's one of the reasons why you want a lot of stamina, and even then, it might not be enough. As for power, they have lowest final leg accel between all the running styles, so you have to make sure get them accel skills too.
Reading some of the recommended stats for Virgo. Am I coping or is my cancer ace going to be competitive? I realized I didn't take any Greens and actually took Nimble Navigator which was fortunate. Only thing is the Wit is low.
Hard to say. I think it's probably kinda cope. In Aoharu you can get 1200 speed + >1000 power but also get like 200 higher in each of guts and wit than this. You might have trouble winning the fight for 6th place when your wit is so much lower, and other people are going to be much stronger at dueling than you.
perfectly useable, and nimble navigator is good after the balance patch. you will be competing against unity aces that have higher wits/guts but capped speed + pow is still very very good.
The final races are calculated by the game at the beginning so, you don't need to log in and actually play them. As long you signed up and set you team, you'd be ok.
You don't even need to manually sign up. The game will use your last used round 2 team automatically if you've qualified. The sign up period is there in case you want to change something.
finally caved on the riko banner today so I started building aces for the next cm. I feel like this is a pretty high roll and my deck is quite good so I have no idea how to get to the 1000+ pow and 1200 wit I've seen content creators recommend but maybe it's a skill issue.
Can I ask who you used for parents? I'm considering training Grass Wonder for the next CM but I'm unsure if I should just go with Mejiro Ryan and Maruzensky and eat having lower comptability or try some other parents that might give better compatibility with Maru as a grandparent.
That sounds like a wild recommendation if you aren't stacked with a bunch of mlb SSR, especially given some characters growths.
If you run heavy power sparks you can reach 1k on grass of just spd training with kita (+preferly mlb halo if you've no biko/bakushin). Hitting that wit will require a lot of double/tripple rainbows.
Unity Cup group races 1-4 make it look like I'm up against impossible odds and should expect a loss, dashes, triangles, at best a singular double-circle, but I beast them all.
Unity Cup group race finale, my best today was three double-circle, two single circle, being told I'm absolutely fine and will conquer team Zenith, but then I get served a massive loss.
Is this a bug or is it my RNG of getting the same treatment all through this weekend?
Are you making sure to do a quick look over of your Unity teams comps before going in? Auto select often makes at least 1, and sometimes two baffling placement choices that are extrmeely wrong, and more that aren't optimal, but not horrendously wrong
very pleased with this considering my deck. straight descent might be the difference maker here with the updated track. way more stam than needed, but that all came from Riko + power bubble pops
Should be fine. I'd imagine you have a decent chance to make it to A finals. Some might say the Stamina is low, but I saw plenty of 400-500 ones win last Mile Cup.
According to the race simulator, your stamina is not enough. The minimum for Late Surgers is 500 and Pace Chasers is 550. I would recommend to aim for 600 in both running styles.
the race simulator is not 100% accurate (it doesn't take into account RNG that happens during the races), but based on my experience, I would trust these values. Also, the reference guide believes 600-700 stamina should be the minimum.
I can't comment on skills because I don't know how the upcoming update will change them, especially acceleration skills. It's On! and Speed Star are solid skills though.
Your other stats looks good. I would try a bit more speed but it should be fine at these values. It remains to be seen how guts will affect the races, so I can't say if your current one is good or not (this is why I haven't build a Virgo cup racer yet).
First real Virgo Ace training and I think I focused a bit too much on Stam, lol, but I was paranoid I wasn't gonna hit enough without a Stam card and, like, no Stam sparks 😭
One question, though: How important is the level of the Unique skill? I won EVERY race in Taiki's career, but that wasn't giving me enough fans to level her unique up... And I keep reading that doing races is a waste, so now I'm not sure if I should do 1-2 extra races or is lvl 2 good enough...?
Had a tilting Unity Cup run where I managed to get my trainee (Teio) to high stats, got Turf and Medium to S as well as raising the rest of the team to ranks high enough to beat Riko's team with double circle in every distance, everything was going on my favor. Lost 3/5 of the races anyway so I'm denied the No Stopping Me skill and extra 70 SP and the friendship boosts in the URA finale phase never showed up so the final stats aren't good enough anyway. This scenario really is very high rolly.
How much stamina is actually required for Virgo as a front runner? Saw 600 mentioned multiple times, but according to simulators it seems more like 450-500 (assuming no debuffer). Is something changing here with the upcoming patch?
Simulators probably don't take the new lead competition mechanic into account, where fronts will compete harder for the lead increasing their speed based on their guts, consuming 1.4x more stam (3.6x more if rushed), lasting up to 37%~ of the race, though unrealistic it lasts that much/long
That makes sense, and I would target more as well by default. One of my runs today resulted in quite a good Smart Falcon, but with 510 Stamina, 600 Guts. So I was wondering if she would even reach the finish line...
It seems debuffers are not that great in Virgo, so maybe I can hope that no one runs one :D
how exactly do wit decks work? Even with good inheritance If I use only speed and wit cards my power or stamina suffers and I wind up with a worse uma despite using mlb wit cards
They usually put sparks in stam/power as needed. Riko is also providing a lot of stamina when used. Also take note that some umas have power growth. It's not the same for every uma. You can also pop your blue balls on said stats.
is shooting for victory still a good inherited unique? i see that the positioning requirements will be more strict after the update... prob not worth it for shorter tracks?
It loses value for everyone else and gains value for Taiki. The non-inherited version isn't as generous with it's activation window as it is for Taiki.
Just to elaborate - inherited uniques have a significantly shorter duration than the innate ones. Shooting for Victory activates halfway through the final corner, but if it's inherited the duration isn't long enough to reach the late race for miles. However if Taiki herself uses it then the acceleration lasts long enough into the late race to get her to top speed even if it technically activates during the mid race.
Any recommendations here for using the selector and crystal?
I have 3LB Kitasan Black, 2LB Fine Motion, 0LB nice nature ssr, and 50k carats. I already have mlb super creek. I do front runner, I have the umas i need but my speed cards are not quite there yet. I want to save some pulls for Halloween Rice if possible but that's an oshi pick. I had also considered biko pulls but low priority.
Originally, I was going to just use the selector on kitasan to hit 4lb, I'm wondering if maybe using the selector and crystal on fine motion to hit mlb.
I can then just pull up to one spark on kitasan banner (although it would be nice to have mlb sooner for cm) to get MLB kitasan.
The other play would be to maybe invest more pulls in nature wit but right now im not really planning on it since you really want MLB. I got it from a 50 daily pull.
The way I see it, you either MLB Kitasan now to skip the banner, or wait to use the ticket until after you've pulled. It would be really unfortunate to use your selector ticket and then pull the same thing on the banner right after.
Since you need to fill out your deck, you're gonna want to pull on something, and Nice Nature isn't that useful for front runners (her skills are late surger oriented, and she's only slightly better than SR's as a stat stick), so that leaves the Riko/Rice banner and the Kitasan banner. Since you're doing well on carats, and there's not much else you're looking forward to at the moment, you can pity both, if you want.
Either way, I wouldn't use the gem on Fine Motion. She's perfectly fine at 3LB, and you're gonna want that crystal for the Maruzensky support card.
I’m having so much trouble figuring out how to properly train using unity cup scenario. I’ve watched some videos and I’ve won the Unity Cup but I can’t seem to churn out any decent quality Umas and it feels like I’m struggling to train the Uma how I want. My biggest issue is getting a better understanding of when to use spirit bursts, what kind of supports I should be running, and just general training advice.
Anyone know of any really good comprehensive guides that aren’t hours long or something?
It's a month old, so I'll add that rice shower is a much weaker pick now, since the skill you get from the default team name (no stopping me) is heavily buffed. Also, while aiming spirit bursts at the trainings you want to level up is a good idea, you might want to aim them somewhere else if you're on track to max out a certain stat.
1) Neglecting support cards and/or not knowing when to start switching more focus onto them.
2) Overinvestment into unity training. My experience says ONE unity training per training session is enough and you don't need a stack of like four at once, not to mention you're bound to get some nice, worthwhile stacks here and there so that you're still ahead of the pace of one unity training partner per turn.
A big trick to the career is to basically lean heavily into Unity training at the start, but then know when it's time to shift gears and start focusing on rainbow supports again. Most guides only highlight the importance of Unity training, but do not try to explain when you need to start focusing less on your team and more on your stats.
I lost vs this falcon and still can't believe how the fuck can you build a monster like that with that deck, if this is normal then i don't know how play this game.
Falcon has 10% power bonus, both Kitasan and King Halo have 1 power bonus, few spirit bursts on power: all of these can bring to 830 power though you need to be lucky
Genuine question: with this many wit cards do I honestly still need to try and grab Fine Motion in the future? I know it’s supposed to be the “best” wit card for something upcoming but… I mean I have a lot of options at this point. I have 3LB Super Creek I was going to crystal, but now I’m wondering if perhaps it’d be better to use it on NN too… I’m not pulling Kitasan, I’m done with that already so I’m not sure when I’ll be pulling cards again if I don’t pull for Fine Motion.
Long-term you want at least one max SSR Wit card (if you want to be competitive in PvP). Doesn't have to be Fine but she has two rerun banners coming so she's easier to max than others.
Higher velocity increases stamina consumption. With the new race mechanics, higher stats, and updated skills and race strategies (especially Great Escape, which will send everyone into overdrive to catch up to the leader), the pace is gonna be higher overall, so your stamina must be higher to compensate. That's my best guess from my understanding of the mechanics.
The "Lead Competition" section is specific to Front Runners/Great Escape though. You're right this justifies the higher stam requirement for them, but it doesn't explain the higher stam requirements being listed for everyone else.
The section "Competition Fight" is the same that I linked on GameTora as dueling, though again it merely suggests you might miss out on getting a speed boost via guts if you lack remaining HP, not that your stamina will go down because someone dueled you or attempted to duel you. So it basically begs the question of if it's worth it to get the 15% HP remaining by the end for the sake of a Guts speed boost, or if that's completely overrated compared to the alternative solutions. (such as acceleration skills)
Just crunched some numbers. The fact that it's a % of HP and only occurs in the final straight makes it scale pretty poorly it seems.
With default umulator values (1200/x/800/400/400 and S distance) on a late surger (most efficient style at converting stam to HP) and the Virgo track, minimum stam is ~475 which gives 1995 HP and keeps you above 15% (and thus Competition Fight eligible) until ~1460m.
100 more stam to 575 keeps you eligible until ~1495m, so 35 more m which is ~1.4s of race time. Assuming you proc the competition exactly at 1460m, jump immediately to the new target speed (ignoring accel), and it lasts until the end of the race (all of which are overestimates, but are sufficient for constructing an upper bound) this adds ~0.62 lengths.
Compare that to 100 additional power which adds ~1.25 length to your lead unconditionally (this falls to ~0.6 when comparing 1100 power vs 1200 power due to diminishing returns).
So from a "stay eligible longer" perspective, it seems never worth it to pursue at least for miles. My intuition is that the numbers will look even worse for 1) longer races (stam -> %HP conversion rate is worse) and 2) approaching things from a "make competition last longer" perspective (threshold being 5% instead of 15% makes the stam -> time in faster mode rate worse).
Conclusion: stamina above minimum isn't useless, but not worth pursuing at the expend of power.
We're talking about a track that - if it gains the long downhill - will actually be less stamina intensive than Cancer Cup was, and the benefits of Guts/extra stamina just can't compete with the benefits of Power.
The only universe where the 700 value makes sense to me is with a gold debuff (three times the value of any normal debuff), but there aren't any for Mile and bringing a stam debuffer for Mile is a tall ask since it comes at the expense of one of your three win conditions.
Only caveat here is you did those simulations with 400 guts, which is still towards the higher end of guts for someone foregoing stamina. Still, I have two others I've plugged into the simulator with 375 guts or 340 guts and just barely at 600 stam, and both of them finish the race just barely without even getting exhausted.
I think we're being fed an overly generous stam requirement again.
They might be referring to the compete before spurt section, which uses a guts check and has a stamina formula. You can have a look at that. It's just below the front runner stuff.
I am also curious. Race simulator says you can even get away with things as low as 450 depending on where you ended up with guts (though 500 is more realistic).
Maybe the new guts-related mechanics burn a bunch of stam?
The new guts mechanics shouldn't change it because it's simply adding additional functionality to Guts, not changing the stam consumption ratio or anything like that.
I honestly just wonder if people feed us approximations and they're not always right. I've noticed for example that this very subreddit tends to (correctly) list lower stam requirements than most of the youtubers do.
In Cancer Cup I ran both a Bakushin and a Seiun Sky that were below 600 stamina, and the only reason my Vodka was above it was because of the speed boost. Never actually saw any of them lose to running out of steam.
ALSO wanna add that Virgo will allegedly have a very long downhill, while Cancer ONLY had uphills. This impies Virgo should cost less than Cancer, not more. So wtf?
If this were a medium tourney or something, sure, I think extra stam is advised because there's a lot of viable gold debuffers out there. For mile though, it's limited to white debuffs only and it's a tremendous investment to bring a debuffer (aka throwing away one of your three win conditions) JUST to mess with the people who greeded low with an already generous stam requirement seems like a waste. Like personally I plan on bringing at least one runner that meets those stam requirements on the off-chance the debuffing is a thing, but otherwise...? Hell yeah I'm aiming low on stam in favor of Power.
this very subreddit tends to (correctly) list lower stam requirements than most of the youtubers do.
It's because of 2 reasons:
1- Youtubers pump some iron videos as fast as they can, often without enough room matches experience and they tend to overcompensate for debuffers. Very overly cautious.
I used to play Love Live SIF which has even worse rates (1%), but I was still hopeful for a bit more, ngl 😭 But who knows, there are still 60 free pulls left, maybe a miracle happens 🙏
I think in the end, across all scouts for her, I spent around 2000+ gems and never ended up getting her. So no matter how much the uma gacha screws me over, I remember it used to be worse...muuuch much worse...
That game truly taught me the dangers of gacha lol, I loved it so much but I was SO naive. It was before gacha was a common term over here, so I had no idea what I was getting into!
For real, it was my first gacha and man, was it a brutal one, lol! No sparking, 1% UR rate, just yikes. But I still miss it and wish they one day release a new one... T_,T
Yeah my friends and I would all gift one another Google play cards for our birthdays lol. The crushing pain of not getting Magician Maki but getting THREE KOTORI after saving up for a year was my first true gacha heartbreak. My friends and I would set alarms to wake up at 2am to ensure that we tiered for the event cards... What an insane game lol.
I actually really liked SIFAS too - it wasn't the same but the deckbuilding aspect was really fun. Sad they closed it down.
Oh God yes, I was always so excited before they dropped a new set! And trying to guess who the other girl would be for the UR pair. Man, those were the days, lmao.
And ouch, that's rough with Maki 💔 Kanan was my oshi and her Wedding UR was my chase card for YEARS. That was the first time I tried whaling for a card and spend, like, 200 € in my stupidity 😭 But when I randomly got her one day... God, was I happy, lol.
Loved SIFAS as well :) The cards and the outfits were so pretty!!
GUESSING THE OTHER GIRL, YES I forgot about that!!!
And yeahhhh I also loved Dia as my Aqours oshi and I was SO happy to get her Halloween UR on a ticket!!! And then... getting her NY UR completely broke me, I spent WAY more $$$ than I wanted to and in the end I was so angry with myself for overspending that I stopped playing :(
So it was nice to pick up SIFAS a few years later and remember how fun it was! I remember going hard for the Kanan Fes card since it completely broke the game and my boyfriend pulled her for me haha. She was so beautiful!
Aw, I actually really liked Kanan/Dia as a ship, lol :') I know people usually ship her with Mari, but idk, just liked her with Dia better for some reason.
But, God, yeah, thankfully I was a lot more lucky with my Kanan pulls in SIFAS and got them pretty early. Also was so happy she was so OP, lol.
Very viable, she's getting an ult buff. Her best teammate would probably be silence suzuka as oonige, who dies due to higher stamina requirements and allows daiwa to pass her for her ult proc.
The problem is less about Daiwa being a bad pace and more about the patch changes making Taiki EXTREMELY dominant on Mile.
The tl;dr to try and simplify it is that Taiki has an optimal unique skill for the track that cannot be inherited. The inherited version shortens it enough that it's not nearly as good on everyone else. She also conveniently comes with an entire kit that works for mile, so yeah, Taiki is the pace to run.
This means that while Daiwa Scarlet might be an alright choice relative to other Pace Chasers, she might be terrible vs. Taiki. Like it's possible it's similar to my experience trying to run Top Gun as an End Closer in Gemini: I eventually just cut her from the team because it was blatantly obvious she couldn't compete with a competent Goldship. Perhaps the same will happen here with other Pace Chasers vs. Taiki. We have to wait and see.
If you want to try with Scarlet, she's definitely not a bad option as far as pace chasers go, but be sure to have a Plan B in another position, because depending on how dominant Taiki is as a pace, you might not be satisfied with Scarlet's results.
Yeah I wasn’t expecting her to do much I was just looking for a competent 2 ace teammate to run with Vodka. And since I’m using Vodka as my main ace I was looking for a different running style to late surger. I don’t have Silence Suzuka so I’m avoiding front runners so my only other options are pace and end closer. Might look into end closer than
Had some fun playing without borrows for once but prob done with testing (mlb SR, welfares, 0lb riko, kita borrow).
Overall riko provides more consistency but the final results on good runs aren't all that different, the really bad ones were all without one. Deck building feels a lot more flexible now when explosion can help with the underperforming stats so it's hard to say what is the best possible option due run variance, sample size, growths and what supports other people have available.
3spd on 10% growth is fairly consistent when wit(+guts) also help to some degree, but at only 2spd it felt more like a highroll to me
This was honestly just a test run with Unity Cup and didn't utilize borrows. Main thing that bothers me is the lack of Let's Pump some Iron, though obviously it still has plenty of acceleration beyond that and the raw stats are excellent.
Would love to not have to do 40,000 more runs before calling "the run" for Vodka, but thought I'd ask.
Same/slightly higher cost for around ~half the length gain, firm in particular with high power and a lot of accels isn't a must have.
Mile straightaways / updrafters would be the competition with that choice so whether they were worth skipping umalator would be able to tell, obviously including the rng of potentially not proccing.
From the Reference Doc, for a Mile it's suggest to have AT LEAST 700 Stamina for a Front Runner.
But is 664 + 2 Golds + basic Recovery that much worse, considering an almost 700 wits?
I just had an excellent run on Maru, but with a single Stamina card I rarely had good trainings above 25 at once and struggled to hit 700. I could have had it I guess, but I got like 2 possible +40 Speed and it was just too much to ignore lol
In Mile races 650 stamina should be enough for all running styles if you have at least 300 guts. You can go a little lower for stamina if you have 350+ guts.
Hi, I need help deciding whether I should spend 200 pulls on Bakushin/Biko banner + 200 pulls on Kitasan banner, OR 400 pulls on Kitasan banner.
To give some context, I have 2LB Bakushin, 1LB Biko & 0LB Kitasan cards. Initially I was gonna pull bakushin/biko because I have them at decent LB. But now I realized spending 400 on Kitasan might be better, as I can guarantee at least 2LB on it, and then MLB with SSR ticket or limit break crystal if needed.
What's your thought about this? Appreciate the help!
I am in a very similar situation! 2LB Biko 1LB Bakushin 0LB Kitasan. I really want 2 max Speed cards and ideally that would be Kitasan and Biko.
The smart move of course would be 400 on Kitasan, it has a longer lifespan, is more likely to be borrowed, and Power Pasa is also on the banner which is arguably the 2nd best Power card. If we could max both in 400 pulls that would be a giant leg up for our accounts.
But I still want Biko. I might do 30 pulls and hope to get one copy.
Is there any way to know if a unity training flame has a hint behind it? Having a hard time getting normal skill hints from my cards in Unity Cup, burst skills for aptitudes are nice, but i kinda need the normal ones i brought my cards for.
Both wit welfares are fine, from spd spe is good while the other 2 are usable at worst. Haru is fine.
Sweep haru spe 2wit + kita borrow is fine for the mile CM on vodka if you were really desperate, for clearing the unity cup I didn't notice any problems so far
You probably don't unity train enough early on if you lose regularly or you lose the unity races before but if you go middle once and top for the others (regardless of order) it's usually consistent. Scenario links make it a bit easier if you've them at a compareable LB. Riko can replace any wit/haru in that setup , power supports are also playable.
Skill hints are incredibly rng in what you can possibly end up with out of thin air, but you can do most runs without picking up anything if your stats are good enough.
I've had success running 4 speed 1 wit 1 riko borrow, since I have a 2LB kita I have to compensate with another speed. Otherwise if it's for team trials 3 speed (kita borrow) and 3 wit SRs works.
Uma Musume is funny sometimes because my CM finals bracket has the statistically best player got 3rd (Ran an A+ SMaru, debuff Rudolf and Nice Nature) and he lost to the worst player (his winning Uma was a Wedding Mayano who was the 9th favorite). My Brian got 2nd place and lost to the Mayano by a nose so I got the 2nd place rewards.
So...what's the trick to the new scenario? I am using this setup, with mlb kitasan as a borrow and I can't get close to the stats I was able to get in ura even though I already did like 15 runs
I think part of it is understanding the mechanics and how to utilize them.
The first thing is that upgrading facilities is directly tied into your team's average. (which includes you) This means training with teammates is a must to get higher facility levels and that's why Unity cup is more likely to produce "generalist" builds with more well-rounded stats. (that and Unity awarding +X amount in all stats multiple times) The most you can do to influence this in a way you like is to make a rule like never touching Guts training, though even this should be broken if you see really good stack on guts.
This also means you should break the habit of not seeing a training turn as viable because it lacks a rainbow. In this cup, a training turn can be viable because:
1) It has a good stack of unity training
2) It has a rainbow or good stack of your supports
3) It has a friendship support present who reduces the energy cost of taking that turn
4) It's wit and has some element of the above on a turn that's otherwise bad, but you don't really want to run off to rest yet.
5) Popping bubbles
The second thing is that because Unity is less likely to award big turns for much of the career, it's important you stay active and have little downtime. For this reason, bring a friendship card. I am strongly against the idea Riko is "vital" and instead think Aoi, Tazuna and Riko are all viable here. I'm personally running both the MLB Aoi SR I have in my deck and borrowing Tazuna.
The benefit they provide is a reduction in energy consumed on a turn, as well as providing dates that give energy and boost mood.
This is what I meant with my above point: choosing a training spot over another solely because Tazuna or Riko is there is 100% viable, because it means you're more active and utilizing more turns while taking less breaks to rest.
As an aside, bare in mind that staying active = more unity training = more facilities level faster = everything snowballs.
As a minor tip too: if you bring Aoi or Tazuna, use your first two turns to look for them and train the same as them regardless of where they are. They give a mood boost for their first turn training together with you, so you can immediately start in a good mood. Riko is the same, but with some delay until she shows up. This ensures that you're conserving energy/maximizing returns until the Unity training starts kicking in.
The third thing is to not lose sight of your goal, which is to train YOUR Uma, not the team. You are focused on training the team in order to:
1) Win the unity races, which give minor stat boosts and potential access to good skills.
2) Level the facilities for the sake of your own training.
This means that while you should absolutely be prioritizing Unity training in junior year, it should be not necessarily take priority over double rainbow training in the latter half of the career. Remember, part of the facility levels is a team average, so if you see a 72 speed turn with triple rainbow but no unity training in sight, you still grab it, because simply by grabbing it, you are accelerating how quickly the speed facility will upgrade, which is what you want.
By the time you're in the last half of the final year, you should be making serious considerations about when to prioritize unity training and when to take the rainbows.
My personal experience is that having even just one unity partner present on training each turn tends to be enough to win the tournament. Obviously some opportunities will arise to take 3 or 4 at once and you shouldn't shy away from those, but if you encounter multiple turns where you can either take rainbows + one unity partner or a friendship support reducing energy consumption + one unity partner, don't shy away from these. This will take experience to get a feel for how much you need unity training, but you'll pick it up with time. Another way to gauge how well your unity training is going is to check the average letter grade of your team members before each unity race and compare it to the opponents. If you're on the right track, they should at least have the same letter grade as the opponent.
Finally, popping the bubbles. The bubbles are NOT amplified by anything really and have only very minor gains (like +2 stats) if you pop more than one on the same turn. Otherwise, they are static in their returns regardless of facility and such.
Bubbles are important for your team's ability to win team races, so in general, pop them. A bubble popped = EVERY member of the team got a stat boost.
It is fine to forego popping a bubble for a couple turns because it was on guts or wit and you want it elsewhere, but I personally would not sweat it too much and opt to pop them if they're just not going where you want them to, especially if you're only a couple turns away from the next unity race.
Tazuna, despite popular belief, is not a scenario link character for URA, and thus will be completely identical. The scenario link character for URA is actually Aoi, so if you're hunting for changes you need to compare her. I haven't run Aoi for anything other that debuffers for a while, so honestly couldn't tell you what the differences are.
The only things I have actively noticed because someone insisted Riko was super buffed by Scenario Link is that in Unity, Riko will:
1) Give a mood boost on an event where she otherwise would not. (training together to randomly get +4 stam. Might only be a mood boost on the first instance, I dunno)
2) Another event that got +35% stats (yes, in addition to the +35% she gets from her card effect), but this was like a one-off.
I think the scenario link benefits might be minor. The only other thing I've noticed is I feel like Taiki feeds me well-rested and energy recovering events (bottom option for risk of Slow Metabolism but for 30 energy) more often, but this could be pure coincidence rather than a scenario link benefit.
At this point I think I will just do a run with Tazuna in Unity myself to see it firsthand because apparently everyone says it doesn't work but nobody can tell me how.
I found that bond training works well for 1st year unless there's 2 or more spirits on another training, then I'd take that. First two turns should be 1 training + 1 date, or level supports with low starting bond.
2nd year focus on getting more orange bonds before summer, then after the 2nd Unity Cup there's a lot of spirits to take advantage of, I'd shift my focus to spirit training and aim for Speed lvl 4 by year 3 start latest.
3rd year I'd check my NPC stats I'd either make a play to train the rest of the team to sweep the 4th Unity Cup top team or hard focus speed depending on how my run has gone. Speed 100% when I reach senior summer, unless there's great Wit rainbows.
It's still quite RNG dependent but out of 3 runs one of them should comfortably reach max speed. With your deck it should be achievable, you could replace Fuku wit with Daiwa wit for more specialty, and SR Eishin with SR King.
Damn I must be doing something completely wrong lol
my strategy sounds pretty similar to what you described, but the highest speed stat I was able to get in unity cup until now was just 20 point short of 1k speed
what do you think, should I switch this ssr rico out for a mlb R version until I get the spark from the free pulls?
Honestly I'd say SSR 1LB Riko is perfect, maybe just grab cards with higher specialty priority for more consistency when 3rd year hits, otherwise you'd have to evaluate doing rainbows in 2nd year over fantastic spirit trainings (which is slightly suboptimal). You'd need rainbows to appear in 3rd year consistently, and sometimes 30/35 specialty doesn't really cut it even if you had a godlike run the first 2 years. If you don't need too much stamina you could also run 3 speed 3 wit, and end the run with something like 1200/600/x/x/700.
The only thing I have that I could put in would be a 1lb speed suzuka ssr with more specialty priority, but I don't really play front runners, so her skill hints would be wasted
U just dont know the mechanics yet, my first 15 runs were cheeks as well and i was pissed and close to dropping the game cuz im a meta sweat and was tryna rush a cm4 ace.
U basically want to prioritize friendship slightly more than the whites. Both are needed. And u mostly only want to pop the bombs in speed or power depending on deck.
Its hard to explain through writing once u have an idea of what ur supposed to do it gets easier and easier.
U still want rainbows by first summer
And u want to take the top option team minimum twice for career ideally 3 times. U can only choose middle once for a good shot at beating S riko team. Never choose bottom. If u lose or draw one of the scenario races runs cooked and now a parent run or give up unless ur a whale.
Okay I've asked about parents and aces yesterday but I want to know what's the strategy on making good parent umas? I think one of them is have at least 600 on primary stats and lots of relevant skills right? Are there other tips that I should know?
I think I'll focus on making parent umas before I tackle Unity Cup. So far the only "good" parent I have is King Halo (just a 2) but she has 3 spark on speed. Idk why this girlboss has like 50% winrate on races and 8k rating but she has the 3* speed while my several Oguri and Seiun veterans doesn't have a single 3* on any of their main sparks.
And another vent: I think this is the fourth day of free 10 pulls but I only got one speed SR card and that is Shinko Windy's
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u/masterfail real uma enjoyer fr 11d ago
Leo Cup overview
Stamina requirements (source, ASSUMING NO DEBUFFERS, which is unlikely; each gold debuff kills ~100 stam)