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Competitive

Umamusume Skill Tier List

Every skill in Umamusume: Pretty Derby Global, ranked from ⍟ (must-take) down to ✕ (never take), for both Team Trials and Champions Meeting formats. Ranks reflect each skill’s value for competitive PvP — skill potency, conditions and SP efficiency. Most skills are track-dependent, so read the “Why” note for when each one actually pulls its weight. Browse by category below, or search the full list.

How ranks work
  • Absolutely necessary / essential for their respective distances/styles
  • Generally the best skills available (for their respective distances/styles)
  • Good but fall short of ◎, possibly due to their potency or conditions
  • Situational — anywhere from ⍟ to ✕ depending on the situation
  • Take only if you have excess SP, or if you have no other options
  • Downright useless or very inconsistent — never take these skills

Speed skills

Speed-boosting skills in Umamusume: Pretty Derby Global — target speed buffs and flat speed gains for Team Trials and Champions Meeting. Ranked by potency, reliability and track dependence.

111 skills →

Accel skills

Acceleration skills (0.2–0.4 m/s²) for Umamusume: Pretty Derby — the burst that decides Last Spurt. Ranked for Team Trials and Champions Meeting, with conditions and when they actually proc.

43 skills →

Other 🟧 skills

Situational Umamusume skills that don't fit the other categories — lateral movement, position tricks and special effects. Ranked for Team Trials and Champions Meeting with the conditions that make them work.

25 skills →

Stamina skills

Stamina and recovery skills for Umamusume: Pretty Derby — HP recovery procs that keep your Uma from running out of gas. Ranked for Team Trials and Champions Meeting with consistency notes.

49 skills →

Debuff skills

Debuff skills for Umamusume: Pretty Derby — speed, acceleration and vision penalties applied to rival umas. Ranked for Team Trials and Champions Meeting with their effect targets.

27 skills →

Greens skills

Green skills (绿) for Umamusume: Pretty Derby — unconditional stat buffs and track condition skills that always proc when their condition is met. Ranked for Team Trials and Champions Meeting.

34 skills →
Also check out

Umamusume Support Card Tier List

Every SSR and SR support card ranked for Global and JP, with deck-based scores, presets and customization.

Every skill, ranked

SkillTT rankCM rankScore/SPBase costDistance / run styleWhy
[Run Style] Corners ◯3.85130[Run Style]Cheap and consistent, they are must-haves
[Run Style] Straightaways ◯3.85130[Run Style]Cheap and consistent, they are must-haves
[Distance] Corners ◯5.00100[Distance]Cheap and consistent, they are must-haves
[Distance] Straightaways ◯5.00100[Distance]Cheap and consistent, they are must-haves
Uma Stan3.13160Best speed skill on longer tracks for non-Front-Runners, can help to release PDM on some longer tracks
Super Stan3.75160+160Best speed skill on longer tracks for non-Front-Runners, can help to release PDM on some longer tracks
Tail Held High5.00100Cheap and consistent, though note the condition of requiring 3 skill activations before acquiring it
Slipstream3.13160Consistent and facilitates overtaking when activated
Playtime's Over!3.13160Consistent and improves Uma's capacity to maintain her placement
Burning Spirit GUTS3.00200+200Good random Late-Race accel but in the game's current state, this skill's effect is likely 80% (when Total Guts ≤ 1200) or 90% (when 1200 < Total Guts ≤ 1600)
Fast-Paced2.78180Front RunnerConsistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race
Escape Artist3.33180+180Front RunnerConsistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race
1,500,000 CC4.17120Late SurgerCheap and consistent
15,000,000 CC5.00120+120Late SurgerCheap and consistent
Mile Maven3.75160+160MileMostly consistent but activation occurs during Early-Race where Uma may not have hit top speed, making target speed boosts obsolete (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed). Additionally, the skill may pick a point prior to the 5 seconds needed after the race starts to activate, making it proc inconsistently too
Unyielding Spirit4.17120MileCheap and consistent
Big-Sisterly5.00120+120MileCheap and consistent
Corner Recovery ◯2.94170Consistent and effective recovery
Swinging Maestro3.53170+170Consistent and effective recovery
Preferred Position2.78180Pace ChaserConsistent and effective recovery
Race Planner3.33180+180Pace ChaserConsistent and effective recovery
Hydrate2.78180Pace ChaserConsistent and effective recovery
Gourmand3.33180+180Pace ChaserConsistent and effective recovery
Ignited Spirit PWR2.50200It's like a weaker but universal Slick Surge/On Your Left!
Burning Spirit PWR3.00200+200It's like a weaker but universal Slick Surge/On Your Left!
Early Lead4.17120Front RunnerNecessary skill for all Front Runners
Taking the Lead5.00120+120Front RunnerNecessary skill for all Front Runners
Focus3.57140Only take for Front Runners, Focus reduces the chance of a Late Start, while Concentration makes it impossible You also get score for "strong starts" in Team Trials, so Concentration is always good there
Concentration4.29140+140Only take for Front Runners, Focus reduces the chance of a Late Start, while Concentration makes it impossible You also get score for "strong starts" in Team Trials, so Concentration is always good there
Hesitant [Run Style]s3.85130Random Point in Late-Race
Subdued [Run Style]s3.85130Random Point in Early-Race, ≥5 after Race Start
Flustered [Run Style]s3.85130Random Point in Mid-Race
Trick (Front)140First Half of the Pack, ≥1 "Rushed" Uma behind
Tantalizing Trick4.29140+140First Half of the Pack, ≥1 "Rushed" Uma behind
Trick (Rear)3.571402nd-9th/12th Place, ≥1 "Rushed" Uma ahead
Sharp Gaze2.78180Late SurgerLast Half of the Pack, at Random Point during Late-Race
All-Seeing Eyes3.33180+180Late SurgerLast Half of the Pack, at Random Point during Late-Race
Tether3.13160MediumLast Half of the Pack, at Random Point during Late-Race
Dominator3.75160+160MediumLast Half of the Pack, at Random Point during Late-Race
Murmur3.13160MediumBlocked in Front for ≥1s, during Mid-Race
Mystifying Murmur3.75160+160MediumBlocked in Front for ≥1s, during Mid-Race
Stamina Siphon3.75160+160Long≥5th Place, at Random Point in Mid-Race
Lone Wolf7.1470Easy to proc, you either benefit (you proc) or make it even (you prevent someone else's from proc'ing)
[Run Style] Savvy ◯4.55110[Run Style]Consistent activation, FoV buff is useful for Nice Nature's All-Seeing Eyes
Professor of Curvature3.33180+180Consistent, but expensive Rare ver. has greater speed boost making it more worth to acquire
Beeline Burst3.53170+170Consistent
It's On!3.53170+170Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over!
In Body and Mind3.53170+170Useful and (fairly) consistent Last Spurt speed boost, falls short of ◎ because it could activate at the very end of a race
Ignited Spirit GUTS2.50200Good random Late-Race accel but in the game's current state, this skill's effect is likely 80% (when Total Guts ≤ 1200) or 90% (when 1200 < Total Guts ≤ 1600)
Position Pilfer2.78180Late SurgerConsistent
Fast & Furious3.33180+180Late SurgerConsistent
Outer Swell2.78180Late SurgerSomewhat consistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Rising Dragon3.33180+180Late SurgerSomewhat consistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Productive Plan3.13160MileMostly consistent but activation occurs during Early-Race where Uma may not have hit top speed, making target speed boosts obsolete (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed). Additionally, the skill may pick a point prior to the 5 seconds needed after the race starts to activate, making it proc inconsistently too
Shifting Gears3.13160MileConsistent
Changing Gears3.75160+160MileConsistent
Up-Tempo3.13160MediumConsistent
Killer Tunes3.75160+160MediumConsistent
Nimble Navigator3.33150Strong accel but rng-dependent
No Stopping Me!4.00150+150Strong accel but rng-dependent
Head-On2.78180Pace ChaserPace Chaser ver. of Slick Surge
Slick Surge2.78180Late SurgerGood but inconsistently effective accel
On Your Left!3.33180+180Late SurgerGood but inconsistently effective accel
Updrafters3.13160MileGood but inconsistently effective accel for Lates/Ends in Mile
Furious Feat3.75160+160MileGood but inconsistently effective accel for Lates/Ends in Mile
Frenzied [Run Style]s3.85130[Run Style] is "Rushed"
Stamina Eater3.13160Long≥5th Place, at Random Point in Mid-Race
[Rotation]-Handed ◯5.5690Speed stat increase is significant
[Season] Runner ◯5.5690Speed stat increase is significant
Standard Distance ◯5.5690Stamina stat increase is good but not completely necessary unless you're short of stamina
Non-Standard Distance ◯5.5690Stamina stat increase is good but not completely necessary unless you're short of stamina
Gap Closer3.13160SprintDecent for Sprint Late Surgers/End Closers (only King Halo for now)
Blinding Flash3.75160+160SprintDecent for Sprint Late Surgers/End Closers (only King Halo for now)
Wait-and-See3.13160SprintOnly for Late Surgers/End Closers (only King Halo for now), the extra acceleration effect is useless
Watchful Eye3.13160MileMost effective Mile debuff skill, must-have for all Mile debuffers
Keen Eye3.75160+160MileMost effective Mile debuff skill, must-have for all Mile debuffers
Red Shift/LP1211-M2.50200Powerful accel for Fronts/Paces, especially on tracks where Last Spurt Mode begins slightly before or on the Final Corner
Shooting for Victory!2.50200Powerful accel for Paces/Lates, especially on tracks where Last Spurt Mode begins slightly before or on the Second Half of the Final Corner
Let's Pump Some Iron!2.50200Strongest but most inconsistent accel for Lates/Ends on tracks where Last Spurt Mode begins slightly before or on the Final Corner
Angling and Scheming2.50200Strongest accel for Fronts on tracks where Last Spurt Mode begins on a Corner
Condor's Fury2.50200Powerful accel for Lates/Ends, especially on tracks where Last Spurt Mode begins slightly before or on the Final Corner
Runaway6.00200Front RunnerDependent on what you want/need
[Run Style] Corners ◎1.85130+140[Run Style]Cheap and consistent, they are must-haves
[Run Style] Straightaways ◎1.85130+140[Run Style]Cheap and consistent, they are must-haves
[Distance] Corners ◎2.38100+110[Distance]Cheap and consistent, they are must-haves
[Distance] Straightaways ◎2.38100+110[Distance]Cheap and consistent, they are must-haves
Corner Adept ◯2.78180Consistent, but expensive Rare ver. has greater speed boost making it more worth to acquire
Straightaway Adept2.94170Consistent
Ramp Up2.94170Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over!
Homestretch Haste2.94170Useful and (fairly) consistent Last Spurt speed boost, falls short of ◎ because it could activate at the very end of a race
Ignited Spirit SPD2.502001.8s isn't very long and it costs 200 base SP
Burning Spirit SPD3.00200+2001.8s isn't very long and it costs 200 base SP
Leader's Pride2.78180Front RunnerInconsistent activation during Early-Race where overtaking doesn't happen frequently or consistently, consistency is directly proportional to track distance
Prepared to Pass2.78180Pace ChaserConsistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Speed Star3.33180+180Pace ChaserConsistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Early Start2.78180End CloserVery small speed boost, but it can unlock Pace-down Mode for a good amount of time so it isn't totally useless
Steadfast3.13160MediumEssentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational
Unyielding3.75160+160MediumEssentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational
All I've Got3.13160MediumOther than a few 2400m tracks, most Medium tracks have their Last Spurt Modes activate on a Corner, so this skill acts as a better Homestretch Haste/In Body and Mind
Come What May3.75160+160MediumOther than a few 2400m tracks, most Medium tracks have their Last Spurt Modes activate on a Corner, so this skill acts as a better Homestretch Haste/In Body and Mind
Inside Scoop3.13160LongSomewhat consistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Innate Experience3.75160+160LongSomewhat consistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Keeping the Lead3.13160Long2.5m lead is somewhat possible in a Long race but still not the most consistent
Vanguard Spirit3.75160+160Long2.5m lead is somewhat possible in a Long race but still not the most consistent
Pressure3.13160LongOvertakes and consequently, Target Speed boost is likely to occur toward the beginning of Last Spurt Mode, rendering it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Overwhelming Pressure3.75160+160LongOvertakes and consequently, Target Speed boost is likely to occur toward the beginning of Last Spurt Mode, rendering it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Top Pick2.78180DirtShould have a consistent activation and is helpful for maintaining/securing/fighting for the lead
Trending in the Charts!3.33180+180DirtShould have a consistent activation and is helpful for maintaining/securing/fighting for the lead
Certain Victory2.50200Identical to OG Teio's unique with slightly looser conditions
Legacy of the Strong2.50200Effects aren't bad but inconsistent activation
Shooting Star2.50200Consistent activation, but weak effect
The View from the Lead is Mine!2.50200Somewhat consistent activation for Front Runners, but weak effect
Sky-High Teio Step2.50200Mostly consistent for non-Front-Runners, with strong effect
Triumphant Pulse2.50200Consistent for non-Front-Runners, with strong effect
Anchors Aweigh!2.50200Consistent for Late Surgers/End Closers but minimal effect
Resplendent Red Ace2.50200Accel can come in handy occasionally but still very situational and slightly unreliable
Where There's a Will, There's a Way2.50200Decent speed skill option for non-Front-Runners
The Duty of Dignity Calls2.50200Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Front Runners/Pace Chasers
Victoria por plancha ☆2.50200Activation is mostly consistent, some tracks benefit from a Last Straight accel
This Dance Is for Vittoria!2.50200Fairly consistent activation but Final Corner Target Speed boost could be inconsistent
Behold Thine Emperor's Divine Might2.50200Consistent for non-Front-Runners, with strong effect
Blazing Pride2.50200Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Late Surgers
∴win Q.E.D.2.50200Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Front Runners
Flashy☆Landing2.50200Acceleration on and beyond Final Corner is decent, conditions to activate may not be consistent unless you're Front Runner or Pace Chaser
Blue Rose Closer2.50200Consistent, but weak effect
Our Ticket to Win!2.50200Side block on Last Straight is rare, weak effect as well makes it not worth getting
Just a Little Farther!2.50200Fairly consistent, but also weak
#LookatCurren2.50200Slightly consistent but effect is really weak since it usually activates at Mid-Race
Nemesis2.50200Consistent for Late Surgers/End Closers but effect is weak
SPARKLY☆STARDOM2.50200Mostly consistent for most Front Runners and helps them maintain their lead
Shadow Break2.50200Should be consistent but effect isn't great enough to be used over other similar uniques
Eternal Moments2.50200Fairly consistent for non-Front-Runners, but the effect is weak
Flowery☆Maneuver2.50200① Strong for Front/Pace on some tracks to carry over speed on final corner ② Strong for Late/End on tracks that start the Last Spurt on final corner
You and Me! One-on-One!2.50200Decent Last Straight speed skill for Late Surgers or End Closers
Lights of Vaudeville2.50200Consistent activation but effectiveness depends on track
A Kiss for Courage2.50200Varying effectiveness depending on track but can be strong with Triple 7s activation
I Never Goof Up!2.50200Good effect but rng and track dependent
Bountiful Harvest2.50200Consistent but relatively weak
YUMMY☆SPEED!2.50200Unfortunate timing at 60% of the Race makes this skill's acceleration practically useless
OMG! (゚∀゚) The Final Sprint! ☆2.50200Generally, when you overtake in Late-Race, you're still accelerating, so a Target Speed skill wouldn't be effective
Give Mummy a Hug ♡2.50200Good accel for tracks that have their Last Spurt Mode begin on/near a Last Straight
Chasing After You2.50200Very weak effect but can be used as a debuff
Arrows Whistle, Shadows Disperse2.50200Consistent, but weak effect
Pop & Polish2.50200Consistent, but weak effect
Presents from X2.50200Consistent, but weak effect
Festive Miracle2.50200Strong on some tracks where Triple 7s can proc before the Last Spurt
Fairy Tale2.50200Strong on some tracks where Triple 7s can proc before the Last Spurt
Straightaway Recovery2.94170Inconsistent, it might be wasted on an early or late activation
Breath of Fresh Air3.53170+170Inconsistent, it might be wasted on an early or late activation
Lay Low3.13160Might proc in Early-Race which might overflow HP
Iron Will3.75160+160Might proc in Early-Race which might overflow HP
Pace Strategy2.94170Being overtaken is an inconsistent condition More suitable on long, backline Run Styles
Indomitable3.53170+170Being overtaken is an inconsistent condition More suitable on long, backline Run Styles
Triple 7s3.13160Consistent, but only effective on <2400m tracks, useful for some Uma that rely on Stamina skill procs
Shake It Out5.00100Late-Race recovery is ineffective consider acquiring it only for Team Trials because it's very cheap
Ignited Spirit STA2.50200Definitely an option but it costs more than a usual skill (at 200 base SP)
Burning Spirit STA3.00200+200Definitely an option but it costs more than a usual skill (at 200 base SP)
Moxie2.78180Front RunnerConsistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race
Restless3.33180+180Front RunnerConsistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race
Stamina to Spare2.78180Pace ChaserStamina to Spare is okay as its recovery is unlikely to overflow (making it a decent choice), but Calm and Collected may recover too much in a few situations (making it less consistent)
Calm and Collected3.33180+180Pace ChaserStamina to Spare is okay as its recovery is unlikely to overflow (making it a decent choice), but Calm and Collected may recover too much in a few situations (making it less consistent)
A Small Breather2.78180Late SurgerLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Relax3.33180+180Late SurgerLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Be Still2.78180Late SurgerLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Lie in Wait3.33180+180Late SurgerLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Standing By2.78180End CloserSomewhat consistent, but may be undesirable for well-built End Closers since they can probably reach positions above 75% by distance and hence, not activate this skill
Sleeping Lion3.33180+180End CloserSomewhat consistent, but may be undesirable for well-built End Closers since they can probably reach positions above 75% by distance and hence, not activate this skill
After-School Stroll2.94170End CloserConsistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race
Go-Home Specialist3.53170+170End CloserConsistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race
Levelheaded2.78180End CloserGetting blocked is a decently consistent condition for End Closers
Rosy Outlook3.13160MediumConsistent recovery for Front Runners and perhaps even Pace Chasers
Trackblazer3.75160+160MediumConsistent recovery for Front Runners and perhaps even Pace Chasers
Soft Step3.13160MediumConsistent but effect isn't that strong Rare ver. is actually worse as this tends to activate early on and the 5.5% recovery could overflow
Miraculous Step3.75160+160MediumConsistent but effect isn't that strong Rare ver. is actually worse as this tends to activate early on and the 5.5% recovery could overflow
Deep Breaths3.13160LongInconsistent, it might be wasted on an early or late activation
Cooldown3.75160+160LongInconsistent, it might be wasted on an early or late activation
Extra Tank3.13160LongIf your HP drops to zero, you're cooked anyway, no recovery can save you
Adrenaline Rush3.75160+160LongIf your HP drops to zero, you're cooked anyway, no recovery can save you
Passing Pro3.13160LongMostly consistent but activation can occur on Early-Race, diminishing its value
U=ma22.50200They cost a whopping 200 SP for 1.5% recovery It's more worth to inherit other uniques The only exceptions right now are Super Creek's and Grass Wonder (Fantasy)'s
Pure Heart2.50200They cost a whopping 200 SP for 1.5% recovery It's more worth to inherit other uniques The only exceptions right now are Super Creek's and Grass Wonder (Fantasy)'s
Super-Duper Climax2.50200They cost a whopping 200 SP for 1.5% recovery It's more worth to inherit other uniques The only exceptions right now are Super Creek's and Grass Wonder (Fantasy)'s
Superior Heal2.50200They cost a whopping 200 SP for 1.5% recovery It's more worth to inherit other uniques The only exceptions right now are Super Creek's and Grass Wonder (Fantasy)'s
Dazzl'n ♪ Diver2.50200They cost a whopping 200 SP for 1.5% recovery It's more worth to inherit other uniques The only exceptions right now are Super Creek's and Grass Wonder (Fantasy)'s
Every Rose Has Its Fangs2.50200They cost a whopping 200 SP for 1.5% recovery It's more worth to inherit other uniques The only exceptions right now are Super Creek's and Grass Wonder (Fantasy)'s
Corner Acceleration ◯2.78180Acceleration on the Corner 1/First Corner of any track is useless
Corner Connoisseur3.33180+180Acceleration on the Corner 1/First Corner of any track is useless
Straightaway Acceleration2.94170Random straight activations are too inconsistent to be effective
Rushing Gale!3.53170+170Random straight activations are too inconsistent to be effective
Highlander3.13160Very powerful on tracks with Uphills right before/as Last Spurt Mode begins
Groundwork5.00100For Front Runners only, use with 3 Early-Race skills like Focus/Concentration+Green Skills
Final Push2.78180Front RunnerBeing in 1st isn't completely consistent, but it's a rare skill that can be useful on tracks where your Uma enters Last Spurt Mode slightly after where the Final Corner begins/right at where the Final Corner is
Unrestrained3.33180+180Front RunnerBeing in 1st isn't completely consistent, but it's a rare skill that can be useful on tracks where your Uma enters Last Spurt Mode slightly after where the Final Corner begins/right at where the Final Corner is
Shrewd Step4.17120Pace ChaserCheap and consistent activation, but useless Mid-Race accel
Technician5.00120+120Pace ChaserCheap and consistent activation, but useless Mid-Race accel
Straight Descent4.17120Pace ChaserVery powerful on tracks with Downhills right before/as Last Spurt Mode begins
Determined Descent5.00120+120Pace ChaserVery powerful on tracks with Downhills right before/as Last Spurt Mode begins
Tactical Tweak4.17120Pace ChaserCheap and consistent activation, but useless Mid-Race accel
Shatterproof5.00120+120Pace ChaserCheap and consistent activation, but useless Mid-Race accel
Fighter4.17120Late SurgerCheap and consistent activation but useless Mid-Race accel
Hard Worker5.00120+120Late SurgerCheap and consistent activation but useless Mid-Race accel
Straightaway Spurt2.78180End CloserVery powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight
Encroaching Shadow3.33180+180End CloserVery powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight
Sprinting Gear3.13160SprintRandom straight activations are almost always useless
Turbo Sprint3.75160+160SprintRandom straight activations are almost always useless
Countermeasure3.13160SprintGamble accel, if it procs right before Mid-Race ends it'll be effective
Plan X3.75160+160SprintGamble accel, if it procs right before Mid-Race ends it'll be effective
Acceleration3.13160MileFairly consistent but Mid-Race accel is useless
Step on the Gas!3.75160+160MileFairly consistent but Mid-Race accel is useless
KEEP IT REAL.2.50200Mostly useless accel but consistent activation
Moving Past, and Beyond2.50200Mostly useless accel but consistent activation
Prudent Positioning4.17120Use with Dodging Danger for a very powerful Early-Race burst of speed (Front Runner only)
Center Stage5.00120+120Never use for Front-Runners that want to run the Dodging Danger tech
Go with the Flow4.17120Random non-Early-Race Lane Movement Speed for non-Front-Runners are useless Take only because they are very cheap and if you have no other options
Lane Legerdemain5.00120+120Random non-Early-Race Lane Movement Speed for non-Front-Runners are useless Take only because they are very cheap and if you have no other options
Ignited Spirit WIT2.50200Use with Dodging Danger for a very powerful Early-Race burst of speed (Front Runner only)
Burning Spirit WIT3.00200+200Never use for Front-Runners that want to run the Dodging Danger tech
Dodging Danger4.55110Front RunnerUse with Prudent Positioning/Ignition Spirit WIT for a very powerful Early-Race burst of speed (Front Runner only)
Sixth Sense5.45110+110Front RunnerNever use for Front-Runners that want to run the "Prudent Positioning" + "Dodging Danger" combo
Meticulous Measures3.57140SprintRandom non-Early-Race Lane Movement Speed for non-Front-Runners are useless There is no need for any additional acceleration (unless it's toward the very end which is very RNG-dependent) Take only because they are very cheap and if you have no other options
Perfect Prep!4.29140+140SprintRandom non-Early-Race Lane Movement Speed for non-Front-Runners are useless There is no need for any additional acceleration (unless it's toward the very end which is very RNG-dependent) Take only because they are very cheap and if you have no other options
Thunderbolt Step3.57140MediumRandom non-Early-Race Lane Movement Speed for non-Front-Runners are useless There is no need for any additional acceleration (unless it's toward the very end which is very RNG-dependent) Take only because they are very cheap and if you have no other options
Lightning Step4.29140+140MediumRandom non-Early-Race Lane Movement Speed for non-Front-Runners are useless There is no need for any additional acceleration (unless it's toward the very end which is very RNG-dependent) Take only because they are very cheap and if you have no other options
Forward, March!3.57140DirtVery good Dirt accel skill disguised as a lane movement speed skill
Lead the Charge!4.29140+140DirtVery good Dirt accel skill disguised as a lane movement speed skill
Studious4.17120Late SurgerExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
The Bigger Picture5.00120+120Late SurgerExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
I Can See Right Through You4.55110End CloserExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
The Coast Is Clear!5.45110+110End CloserExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Strategist4.55110End CloserExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Crusader5.45110+110End CloserExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Hawkeye4.55110MediumExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Clairvoyance5.45110+110MediumExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Disorient4.55110Pace ChaserFirst Half of the Pack, at Random Point during Late-Race
Dazzling Disorientation5.45110+110Pace ChaserFirst Half of the Pack, at Random Point during Late-Race
Intense Gaze2.78180End CloserNot 1st Place, at Random Point during Late-Race
Intimidate2.94170SprintFirst Half of the Pack, at Random Point in Early-Race, ≥5s after Race Start
Adored by All3.53170+170SprintFirst Half of the Pack, at Random Point in Early-Race, ≥5s after Race Start
Speed Eater3.13160Mile1st-3rd Place, at Random Point during Mid-Race
Smoke Screen4.55110LongRandom Point in Late-Race
Illusionist5.45110+110LongRandom Point in Late-Race
[Location] Racecourse ◯5.5690Stamina stat increase is good but not completely necessary unless you're short of stamina
[Ground Condition] Conditions ◯5.5690Power Stat increase is decent but low priority
[Weather] Days ◯5.5690Guts is extremely unimportant, only take it you really need to
[Run Style] Savvy ◎2.08110+130[Run Style]Consistent activation, FoV buff is useful for Nice Nature's All-Seeing Eyes
Risky Business4.17120This skill can completely kill your stamina, it's definitely not worth it unless you're trying to do some niche strat
Masterful Gambit2.78180End CloserExtremely inconsistent, borderline impossible to activate as your Uma should already be at least within top 75% (by distance) of the pack by the time the Mid-Race ends
Sturm und Drang3.33180+180End CloserExtremely inconsistent, borderline impossible to activate as your Uma should already be at least within top 75% (by distance) of the pack by the time the Mid-Race ends
Huge Lead2.94170Sprint12.5m lead is highly unfeasible, this skill will almost never activate
Staggering Lead3.53170+170Sprint12.5m lead is highly unfeasible, this skill will almost never activate
Cut and Drive!2.50200Not the most consistent, and also a weak effect, not worth taking
G00 1st. F∞;2.502000.15m/s but has two additional checks (for Start Delay and Rushed)
Genius x Bakushin = Victory2.50200Fairly consistent, but also weak
I See Victory in My Future!2.50200Front Block condition is downright horrible
Prideful King2.50200Extremely inconsistent, if not totally impossible to even activate in any distance but Sprint
Schwarzes Schwert2.502000.15m/s but requires two additional checks (for Start Delay and Rushed)
A Princess Must Seize Victory!2.50200Side block condition on the Last Straight is quite strict and difficult to proc
Dancing in the Leaves2.50200Side Block isn't consistent, effect isn't outstanding either
Calm in a Crowd2.94170Almost impossible to be boxed in on all sides in CM
Unruffled3.53170+170Almost impossible to be boxed in on all sides in CM
Second Wind2.78180Front RunnerExpensive and impossible to activate on Front Runners, plus, Mid-Race acceleration is useless
Restart3.85130Front RunnerLast Half of the Pack, at Random Point during Early-Race, ≥5s after Race Start
Stop Right There!2.94170SprintLast Half of the Pack, at Random Point during Early-Race, ≥5s after Race Start
Opening Gambit3.13160MileLast Half of the Pack, at Random Point during Early-Race, ≥3s after Race Start
Battle Formation3.75160+160MileLast Half of the Pack, at Random Point during Early-Race, ≥3s after Race Start
[Rotation]-Handed ◎2.5090+110Speed stat increase is significant
[Season] Runner ◎2.5090+110Speed stat increase is significant
Fall Frenzy3.6490+110+130Take only on Autumn CMs
Outer Post Proficiency ◯5.5690Post Numbers 6-8 is inconsistent
Outer Post Proficiency ◎2.5090+110Post Numbers 6-8 is inconsistent
Maverick ◯5.5690Very rare to have no Umas use your run style
Maverick ◎2.5090+110Very rare to have no Umas use your run style
Long Shot ◯5.5690Popularity-dependent skills are inconsistent
Long Shot ◎2.5090+110Popularity-dependent skills are inconsistent
Sympathy7.1470Practically impossible to proc
[Location] Racecourse ◎2.5090+110Stamina stat increase is good but not completely necessary unless you're short of stamina
Yodo Invicta3.6490+110+130Stamina stat increase is good but not completely necessary unless you're short of stamina
Standard Distance ◎2.5090+110Stamina stat increase is good but not completely necessary unless you're short of stamina
Non-Standard Distance ◎2.5090+110Stamina stat increase is good but not completely necessary unless you're short of stamina
[Ground Condition] Conditions ◎2.5090+110Power Stat increase is decent but low priority
Competitive Spirit ◯5.5690It's unlikely for 40% of the lobby to use the same run style as you
Competitive Spirit ◎2.5090+110It's unlikely for 40% of the lobby to use the same run style as you
[Weather] Days ◎2.5090+110Guts is extremely unimportant, only take it you really need to
Target in Sight ◯5.5690Guts is extremely unimportant, only take it you really need to
Target in Sight ◎2.5090+110Guts is extremely unimportant, only take it you really need to
Inner Post Proficiency ◯5.5690Post Numbers 1-3 is inconsistent
Inner Post Proficiency ◎2.5090+110Post Numbers 1-3 is inconsistent
Lucky Seven4.55110Inconsistent, even more so than the Post Proficiency skills
Super Lucky Seven5.45110+110Inconsistent, even more so than the Post Proficiency skills
Effect glossary
m/s
Target Speed
m꜀/s
Current Speed
mₗ/s
Lateral Speed
m/s²
Acceleration
HP
HP / Stamina
FoV
Vision

This page is generated from the community skills spreadsheet (last updated December 12th, 2025). Each category has its own page with the full per-skill details; the interactive copy with filters lives in the original sheet.

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