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.
- ⍟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 →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
| Skill | TT rank | CM rank | Score/SP | Base cost | Distance / run style | Why |
|---|---|---|---|---|---|---|
| [Run Style] Corners ◯ | ◎ | ⍟ | 3.85 | 130 | [Run Style] | Cheap and consistent, they are must-haves |
| [Run Style] Straightaways ◯ | ◎ | ⍟ | 3.85 | 130 | [Run Style] | Cheap and consistent, they are must-haves |
| [Distance] Corners ◯ | ◎ | ⍟ | 5.00 | 100 | [Distance] | Cheap and consistent, they are must-haves |
| [Distance] Straightaways ◯ | ◎ | ⍟ | 5.00 | 100 | [Distance] | Cheap and consistent, they are must-haves |
| Uma Stan | ◎ | ◎ | 3.13 | 160 | — | Best speed skill on longer tracks for non-Front-Runners, can help to release PDM on some longer tracks |
| Super Stan | ◎ | ◎ | 3.75 | 160+160 | — | Best speed skill on longer tracks for non-Front-Runners, can help to release PDM on some longer tracks |
| Tail Held High | ◎ | ◎ | 5.00 | 100 | — | Cheap and consistent, though note the condition of requiring 3 skill activations before acquiring it |
| Slipstream | ◎ | ◎ | 3.13 | 160 | — | Consistent and facilitates overtaking when activated |
| Playtime's Over! | ◎ | ◎ | 3.13 | 160 | — | Consistent and improves Uma's capacity to maintain her placement |
| Burning Spirit GUTS | ◎ | ◎ | 3.00 | 200+200 | — | Good 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-Paced | ◎ | ◎ | 2.78 | 180 | Front Runner | Consistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race |
| Escape Artist | ◎ | ◎ | 3.33 | 180+180 | Front Runner | Consistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race |
| 1,500,000 CC | ◎ | ◎ | 4.17 | 120 | Late Surger | Cheap and consistent |
| 15,000,000 CC | ◎ | ◎ | 5.00 | 120+120 | Late Surger | Cheap and consistent |
| Mile Maven | ◎ | ✕ | 3.75 | 160+160 | Mile | Mostly 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 Spirit | ◎ | ✕ | 4.17 | 120 | Mile | Cheap and consistent |
| Big-Sisterly | ◎ | ✕ | 5.00 | 120+120 | Mile | Cheap and consistent |
| Corner Recovery ◯ | ◎ | ◎ | 2.94 | 170 | — | Consistent and effective recovery |
| Swinging Maestro | ◎ | ◎ | 3.53 | 170+170 | — | Consistent and effective recovery |
| Preferred Position | ◎ | ◯ | 2.78 | 180 | Pace Chaser | Consistent and effective recovery |
| Race Planner | ◎ | ◎ | 3.33 | 180+180 | Pace Chaser | Consistent and effective recovery |
| Hydrate | ◎ | ◯ | 2.78 | 180 | Pace Chaser | Consistent and effective recovery |
| Gourmand | ◎ | ◎ | 3.33 | 180+180 | Pace Chaser | Consistent and effective recovery |
| Ignited Spirit PWR | ◎ | ◎ | 2.50 | 200 | — | It's like a weaker but universal Slick Surge/On Your Left! |
| Burning Spirit PWR | ◎ | ◎ | 3.00 | 200+200 | — | It's like a weaker but universal Slick Surge/On Your Left! |
| Early Lead | ◎ | ⍟ | 4.17 | 120 | Front Runner | Necessary skill for all Front Runners |
| Taking the Lead | ◎ | ⍟ | 5.00 | 120+120 | Front Runner | Necessary skill for all Front Runners |
| Focus | ◎ | ▲ | 3.57 | 140 | — | Only 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 |
| Concentration | ◎ | ▲ | 4.29 | 140+140 | — | Only 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]s | ◎ | ◎ | 3.85 | 130 | — | Random Point in Late-Race |
| Subdued [Run Style]s | ◎ | ◎ | 3.85 | 130 | — | Random Point in Early-Race, ≥5 after Race Start |
| Flustered [Run Style]s | ◎ | ◎ | 3.85 | 130 | — | Random Point in Mid-Race |
| Trick (Front) | ◎ | ◎ | — | 140 | — | First Half of the Pack, ≥1 "Rushed" Uma behind |
| Tantalizing Trick | ◎ | ◎ | 4.29 | 140+140 | — | First Half of the Pack, ≥1 "Rushed" Uma behind |
| Trick (Rear) | ◎ | ◎ | 3.57 | 140 | — | 2nd-9th/12th Place, ≥1 "Rushed" Uma ahead |
| Sharp Gaze | ◎ | ◎ | 2.78 | 180 | Late Surger | Last Half of the Pack, at Random Point during Late-Race |
| All-Seeing Eyes | ◎ | ◎ | 3.33 | 180+180 | Late Surger | Last Half of the Pack, at Random Point during Late-Race |
| Tether | ◎ | ✕ | 3.13 | 160 | Medium | Last Half of the Pack, at Random Point during Late-Race |
| Dominator | ◎ | ✕ | 3.75 | 160+160 | Medium | Last Half of the Pack, at Random Point during Late-Race |
| Murmur | ◎ | ✕ | 3.13 | 160 | Medium | Blocked in Front for ≥1s, during Mid-Race |
| Mystifying Murmur | ◎ | ✕ | 3.75 | 160+160 | Medium | Blocked in Front for ≥1s, during Mid-Race |
| Stamina Siphon | ◎ | ◎ | 3.75 | 160+160 | Long | ≥5th Place, at Random Point in Mid-Race |
| Lone Wolf | ◎ | ◎ | 7.14 | 70 | — | Easy to proc, you either benefit (you proc) or make it even (you prevent someone else's from proc'ing) |
| [Run Style] Savvy ◯ | ◎ | ◯ | 4.55 | 110 | [Run Style] | Consistent activation, FoV buff is useful for Nice Nature's All-Seeing Eyes |
| Professor of Curvature | ◯ | ◯ | 3.33 | 180+180 | — | Consistent, but expensive Rare ver. has greater speed boost making it more worth to acquire |
| Beeline Burst | ◯ | ◯ | 3.53 | 170+170 | — | Consistent |
| It's On! | ◯ | ◯ | 3.53 | 170+170 | — | Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over! |
| In Body and Mind | ◯ | ◯ | 3.53 | 170+170 | — | Useful and (fairly) consistent Last Spurt speed boost, falls short of ◎ because it could activate at the very end of a race |
| Ignited Spirit GUTS | ◯ | ◎ | 2.50 | 200 | — | Good 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 Pilfer | ◯ | ◯ | 2.78 | 180 | Late Surger | Consistent |
| Fast & Furious | ◯ | ◎ | 3.33 | 180+180 | Late Surger | Consistent |
| Outer Swell | ◯ | ◎ | 2.78 | 180 | Late Surger | Somewhat 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 Dragon | ◯ | ◎ | 3.33 | 180+180 | Late Surger | Somewhat 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 Plan | ◯ | ✕ | 3.13 | 160 | Mile | Mostly 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 Gears | ◯ | ✕ | 3.13 | 160 | Mile | Consistent |
| Changing Gears | ◯ | ✕ | 3.75 | 160+160 | Mile | Consistent |
| Up-Tempo | ◯ | ✕ | 3.13 | 160 | Medium | Consistent |
| Killer Tunes | ◯ | ✕ | 3.75 | 160+160 | Medium | Consistent |
| Nimble Navigator | ◯ | ◎ | 3.33 | 150 | — | Strong accel but rng-dependent |
| No Stopping Me! | ◯ | ◎ | 4.00 | 150+150 | — | Strong accel but rng-dependent |
| Head-On | ◯ | ⍟ | 2.78 | 180 | Pace Chaser | Pace Chaser ver. of Slick Surge |
| Slick Surge | ◯ | ⍟ | 2.78 | 180 | Late Surger | Good but inconsistently effective accel |
| On Your Left! | ◯ | ⍟ | 3.33 | 180+180 | Late Surger | Good but inconsistently effective accel |
| Updrafters | ◯ | ✕ | 3.13 | 160 | Mile | Good but inconsistently effective accel for Lates/Ends in Mile |
| Furious Feat | ◯ | ✕ | 3.75 | 160+160 | Mile | Good but inconsistently effective accel for Lates/Ends in Mile |
| Frenzied [Run Style]s | ◯ | ◎ | 3.85 | 130 | — | [Run Style] is "Rushed" |
| Stamina Eater | ◯ | ◎ | 3.13 | 160 | Long | ≥5th Place, at Random Point in Mid-Race |
| [Rotation]-Handed ◯ | ◯ | ◎ | 5.56 | 90 | — | Speed stat increase is significant |
| [Season] Runner ◯ | ◯ | ◎ | 5.56 | 90 | — | Speed stat increase is significant |
| Standard Distance ◯ | ◯ | ◎ | 5.56 | 90 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Non-Standard Distance ◯ | ◯ | ◎ | 5.56 | 90 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Gap Closer | ▲ | ▲ | 3.13 | 160 | Sprint | Decent for Sprint Late Surgers/End Closers (only King Halo for now) |
| Blinding Flash | ▲ | ▲ | 3.75 | 160+160 | Sprint | Decent for Sprint Late Surgers/End Closers (only King Halo for now) |
| Wait-and-See | ▲ | ✕ | 3.13 | 160 | Sprint | Only for Late Surgers/End Closers (only King Halo for now), the extra acceleration effect is useless |
| Watchful Eye | ▲ | ✕ | 3.13 | 160 | Mile | Most effective Mile debuff skill, must-have for all Mile debuffers |
| Keen Eye | ▲ | ✕ | 3.75 | 160+160 | Mile | Most effective Mile debuff skill, must-have for all Mile debuffers |
| Red Shift/LP1211-M | ▲ | ✕ | 2.50 | 200 | — | Powerful accel for Fronts/Paces, especially on tracks where Last Spurt Mode begins slightly before or on the Final Corner |
| Shooting for Victory! | ▲ | ◎ | 2.50 | 200 | — | Powerful 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! | ▲ | ◎ | 2.50 | 200 | — | Strongest but most inconsistent accel for Lates/Ends on tracks where Last Spurt Mode begins slightly before or on the Final Corner |
| Angling and Scheming | ▲ | ◎ | 2.50 | 200 | — | Strongest accel for Fronts on tracks where Last Spurt Mode begins on a Corner |
| Condor's Fury | ▲ | ✕ | 2.50 | 200 | — | Powerful accel for Lates/Ends, especially on tracks where Last Spurt Mode begins slightly before or on the Final Corner |
| Runaway | ▲ | ▲ | 6.00 | 200 | Front Runner | Dependent on what you want/need |
| [Run Style] Corners ◎ | △ | ⍟ | 1.85 | 130+140 | [Run Style] | Cheap and consistent, they are must-haves |
| [Run Style] Straightaways ◎ | △ | ⍟ | 1.85 | 130+140 | [Run Style] | Cheap and consistent, they are must-haves |
| [Distance] Corners ◎ | △ | ⍟ | 2.38 | 100+110 | [Distance] | Cheap and consistent, they are must-haves |
| [Distance] Straightaways ◎ | △ | ⍟ | 2.38 | 100+110 | [Distance] | Cheap and consistent, they are must-haves |
| Corner Adept ◯ | △ | △ | 2.78 | 180 | — | Consistent, but expensive Rare ver. has greater speed boost making it more worth to acquire |
| Straightaway Adept | △ | △ | 2.94 | 170 | — | Consistent |
| Ramp Up | △ | △ | 2.94 | 170 | — | Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over! |
| Homestretch Haste | △ | △ | 2.94 | 170 | — | Useful and (fairly) consistent Last Spurt speed boost, falls short of ◎ because it could activate at the very end of a race |
| Ignited Spirit SPD | △ | △ | 2.50 | 200 | — | 1.8s isn't very long and it costs 200 base SP |
| Burning Spirit SPD | △ | △ | 3.00 | 200+200 | — | 1.8s isn't very long and it costs 200 base SP |
| Leader's Pride | △ | ◎ | 2.78 | 180 | Front Runner | Inconsistent activation during Early-Race where overtaking doesn't happen frequently or consistently, consistency is directly proportional to track distance |
| Prepared to Pass | △ | △ | 2.78 | 180 | Pace Chaser | 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) |
| Speed Star | △ | △ | 3.33 | 180+180 | Pace Chaser | 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) |
| Early Start | △ | △ | 2.78 | 180 | End Closer | Very small speed boost, but it can unlock Pace-down Mode for a good amount of time so it isn't totally useless |
| Steadfast | △ | ✕ | 3.13 | 160 | Medium | Essentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational |
| Unyielding | △ | ✕ | 3.75 | 160+160 | Medium | Essentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational |
| All I've Got | △ | ✕ | 3.13 | 160 | Medium | Other 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 May | △ | ✕ | 3.75 | 160+160 | Medium | Other 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 Scoop | △ | ✕ | 3.13 | 160 | Long | Somewhat 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 Experience | △ | ✕ | 3.75 | 160+160 | Long | Somewhat 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 Lead | △ | △ | 3.13 | 160 | Long | 2.5m lead is somewhat possible in a Long race but still not the most consistent |
| Vanguard Spirit | △ | △ | 3.75 | 160+160 | Long | 2.5m lead is somewhat possible in a Long race but still not the most consistent |
| Pressure | △ | ✕ | 3.13 | 160 | Long | Overtakes 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 Pressure | △ | ✕ | 3.75 | 160+160 | Long | Overtakes 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 Pick | △ | ✕ | 2.78 | 180 | Dirt | Should have a consistent activation and is helpful for maintaining/securing/fighting for the lead |
| Trending in the Charts! | △ | ✕ | 3.33 | 180+180 | Dirt | Should have a consistent activation and is helpful for maintaining/securing/fighting for the lead |
| Certain Victory | △ | ◎ | 2.50 | 200 | — | Identical to OG Teio's unique with slightly looser conditions |
| Legacy of the Strong | △ | △ | 2.50 | 200 | — | Effects aren't bad but inconsistent activation |
| Shooting Star | △ | ◯ | 2.50 | 200 | — | Consistent activation, but weak effect |
| The View from the Lead is Mine! | △ | △ | 2.50 | 200 | — | Somewhat consistent activation for Front Runners, but weak effect |
| Sky-High Teio Step | △ | ◎ | 2.50 | 200 | — | Mostly consistent for non-Front-Runners, with strong effect |
| Triumphant Pulse | △ | ◎ | 2.50 | 200 | — | Consistent for non-Front-Runners, with strong effect |
| Anchors Aweigh! | △ | ✕ | 2.50 | 200 | — | Consistent for Late Surgers/End Closers but minimal effect |
| Resplendent Red Ace | △ | ▲ | 2.50 | 200 | — | Accel can come in handy occasionally but still very situational and slightly unreliable |
| Where There's a Will, There's a Way | △ | △ | 2.50 | 200 | — | Decent speed skill option for non-Front-Runners |
| The Duty of Dignity Calls | △ | ◯ | 2.50 | 200 | — | Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Front Runners/Pace Chasers |
| Victoria por plancha ☆ | △ | ◎ | 2.50 | 200 | — | Activation is mostly consistent, some tracks benefit from a Last Straight accel |
| This Dance Is for Vittoria! | △ | ◯ | 2.50 | 200 | — | Fairly consistent activation but Final Corner Target Speed boost could be inconsistent |
| Behold Thine Emperor's Divine Might | △ | ◎ | 2.50 | 200 | — | Consistent for non-Front-Runners, with strong effect |
| Blazing Pride | △ | ◯ | 2.50 | 200 | — | Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Late Surgers |
| ∴win Q.E.D. | △ | ◯ | 2.50 | 200 | — | Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Front Runners |
| Flashy☆Landing | △ | ◯ | 2.50 | 200 | — | Acceleration on and beyond Final Corner is decent, conditions to activate may not be consistent unless you're Front Runner or Pace Chaser |
| Blue Rose Closer | △ | △ | 2.50 | 200 | — | Consistent, but weak effect |
| Our Ticket to Win! | △ | △ | 2.50 | 200 | — | Side block on Last Straight is rare, weak effect as well makes it not worth getting |
| Just a Little Farther! | △ | ✕ | 2.50 | 200 | — | Fairly consistent, but also weak |
| #LookatCurren | △ | △ | 2.50 | 200 | — | Slightly consistent but effect is really weak since it usually activates at Mid-Race |
| Nemesis | △ | ◯ | 2.50 | 200 | — | Consistent for Late Surgers/End Closers but effect is weak |
| SPARKLY☆STARDOM | △ | ▲ | 2.50 | 200 | — | Mostly consistent for most Front Runners and helps them maintain their lead |
| Shadow Break | △ | ◯ | 2.50 | 200 | — | Should be consistent but effect isn't great enough to be used over other similar uniques |
| Eternal Moments | △ | △ | 2.50 | 200 | — | Fairly consistent for non-Front-Runners, but the effect is weak |
| Flowery☆Maneuver | △ | ▲ | 2.50 | 200 | — | ① 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! | △ | △ | 2.50 | 200 | — | Decent Last Straight speed skill for Late Surgers or End Closers |
| Lights of Vaudeville | △ | ◯ | 2.50 | 200 | — | Consistent activation but effectiveness depends on track |
| A Kiss for Courage | △ | △ | 2.50 | 200 | — | Varying effectiveness depending on track but can be strong with Triple 7s activation |
| I Never Goof Up! | △ | ◯ | 2.50 | 200 | — | Good effect but rng and track dependent |
| Bountiful Harvest | △ | △ | 2.50 | 200 | — | Consistent but relatively weak |
| YUMMY☆SPEED! | △ | ✕ | 2.50 | 200 | — | Unfortunate timing at 60% of the Race makes this skill's acceleration practically useless |
| OMG! (゚∀゚) The Final Sprint! ☆ | △ | △ | 2.50 | 200 | — | Generally, when you overtake in Late-Race, you're still accelerating, so a Target Speed skill wouldn't be effective |
| Give Mummy a Hug ♡ | △ | ◯ | 2.50 | 200 | — | Good accel for tracks that have their Last Spurt Mode begin on/near a Last Straight |
| Chasing After You | △ | △ | 2.50 | 200 | — | Very weak effect but can be used as a debuff |
| Arrows Whistle, Shadows Disperse | △ | ◯ | 2.50 | 200 | — | Consistent, but weak effect |
| Pop & Polish | △ | ◯ | 2.50 | 200 | — | Consistent, but weak effect |
| Presents from X | △ | △ | 2.50 | 200 | — | Consistent, but weak effect |
| Festive Miracle | △ | ◯ | 2.50 | 200 | — | Strong on some tracks where Triple 7s can proc before the Last Spurt |
| Fairy Tale | △ | △ | 2.50 | 200 | — | Strong on some tracks where Triple 7s can proc before the Last Spurt |
| Straightaway Recovery | △ | △ | 2.94 | 170 | — | Inconsistent, it might be wasted on an early or late activation |
| Breath of Fresh Air | △ | △ | 3.53 | 170+170 | — | Inconsistent, it might be wasted on an early or late activation |
| Lay Low | △ | ✕ | 3.13 | 160 | — | Might proc in Early-Race which might overflow HP |
| Iron Will | △ | ✕ | 3.75 | 160+160 | — | Might proc in Early-Race which might overflow HP |
| Pace Strategy | △ | ✕ | 2.94 | 170 | — | Being overtaken is an inconsistent condition More suitable on long, backline Run Styles |
| Indomitable | △ | ✕ | 3.53 | 170+170 | — | Being overtaken is an inconsistent condition More suitable on long, backline Run Styles |
| Triple 7s | △ | ▲ | 3.13 | 160 | — | Consistent, but only effective on <2400m tracks, useful for some Uma that rely on Stamina skill procs |
| Shake It Out | △ | ✕ | 5.00 | 100 | — | Late-Race recovery is ineffective consider acquiring it only for Team Trials because it's very cheap |
| Ignited Spirit STA | △ | △ | 2.50 | 200 | — | Definitely an option but it costs more than a usual skill (at 200 base SP) |
| Burning Spirit STA | △ | △ | 3.00 | 200+200 | — | Definitely an option but it costs more than a usual skill (at 200 base SP) |
| Moxie | △ | ◯ | 2.78 | 180 | Front Runner | Consistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race |
| Restless | △ | △ | 3.33 | 180+180 | Front Runner | Consistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race |
| Stamina to Spare | △ | ◯ | 2.78 | 180 | Pace Chaser | Stamina 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 Collected | △ | ◎ | 3.33 | 180+180 | Pace Chaser | Stamina 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 Breather | △ | ✕ | 2.78 | 180 | Late Surger | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Relax | △ | ✕ | 3.33 | 180+180 | Late Surger | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Be Still | △ | ◯ | 2.78 | 180 | Late Surger | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Lie in Wait | △ | ◎ | 3.33 | 180+180 | Late Surger | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Standing By | △ | ✕ | 2.78 | 180 | End Closer | Somewhat 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 Lion | △ | ✕ | 3.33 | 180+180 | End Closer | Somewhat 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 Stroll | △ | ✕ | 2.94 | 170 | End Closer | Consistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race |
| Go-Home Specialist | △ | ✕ | 3.53 | 170+170 | End Closer | Consistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race |
| Levelheaded | △ | △ | 2.78 | 180 | End Closer | Getting blocked is a decently consistent condition for End Closers |
| Rosy Outlook | △ | ✕ | 3.13 | 160 | Medium | Consistent recovery for Front Runners and perhaps even Pace Chasers |
| Trackblazer | △ | ✕ | 3.75 | 160+160 | Medium | Consistent recovery for Front Runners and perhaps even Pace Chasers |
| Soft Step | △ | ✕ | 3.13 | 160 | Medium | Consistent 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 Step | △ | ✕ | 3.75 | 160+160 | Medium | Consistent 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 Breaths | △ | △ | 3.13 | 160 | Long | Inconsistent, it might be wasted on an early or late activation |
| Cooldown | △ | △ | 3.75 | 160+160 | Long | Inconsistent, it might be wasted on an early or late activation |
| Extra Tank | △ | △ | 3.13 | 160 | Long | If your HP drops to zero, you're cooked anyway, no recovery can save you |
| Adrenaline Rush | △ | △ | 3.75 | 160+160 | Long | If your HP drops to zero, you're cooked anyway, no recovery can save you |
| Passing Pro | △ | △ | 3.13 | 160 | Long | Mostly consistent but activation can occur on Early-Race, diminishing its value |
| U=ma2 | △ | ✕ | 2.50 | 200 | — | They 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 Heart | △ | △ | 2.50 | 200 | — | They 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 Climax | △ | ✕ | 2.50 | 200 | — | They 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 Heal | △ | △ | 2.50 | 200 | — | They 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 ♪ Diver | △ | ✕ | 2.50 | 200 | — | They 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 Fangs | △ | ✕ | 2.50 | 200 | — | They 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 ◯ | △ | ✕ | 2.78 | 180 | — | Acceleration on the Corner 1/First Corner of any track is useless |
| Corner Connoisseur | △ | ✕ | 3.33 | 180+180 | — | Acceleration on the Corner 1/First Corner of any track is useless |
| Straightaway Acceleration | △ | ✕ | 2.94 | 170 | — | Random straight activations are too inconsistent to be effective |
| Rushing Gale! | △ | ✕ | 3.53 | 170+170 | — | Random straight activations are too inconsistent to be effective |
| Highlander | △ | ◎ | 3.13 | 160 | — | Very powerful on tracks with Uphills right before/as Last Spurt Mode begins |
| Groundwork | △ | ▲ | 5.00 | 100 | — | For Front Runners only, use with 3 Early-Race skills like Focus/Concentration+Green Skills |
| Final Push | △ | ✕ | 2.78 | 180 | Front Runner | Being 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 |
| Unrestrained | △ | ✕ | 3.33 | 180+180 | Front Runner | Being 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 Step | △ | ✕ | 4.17 | 120 | Pace Chaser | Cheap and consistent activation, but useless Mid-Race accel |
| Technician | △ | ✕ | 5.00 | 120+120 | Pace Chaser | Cheap and consistent activation, but useless Mid-Race accel |
| Straight Descent | △ | ⍟ | 4.17 | 120 | Pace Chaser | Very powerful on tracks with Downhills right before/as Last Spurt Mode begins |
| Determined Descent | △ | ⍟ | 5.00 | 120+120 | Pace Chaser | Very powerful on tracks with Downhills right before/as Last Spurt Mode begins |
| Tactical Tweak | △ | ✕ | 4.17 | 120 | Pace Chaser | Cheap and consistent activation, but useless Mid-Race accel |
| Shatterproof | △ | ✕ | 5.00 | 120+120 | Pace Chaser | Cheap and consistent activation, but useless Mid-Race accel |
| Fighter | △ | ✕ | 4.17 | 120 | Late Surger | Cheap and consistent activation but useless Mid-Race accel |
| Hard Worker | △ | ✕ | 5.00 | 120+120 | Late Surger | Cheap and consistent activation but useless Mid-Race accel |
| Straightaway Spurt | △ | ⍟ | 2.78 | 180 | End Closer | Very powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight |
| Encroaching Shadow | △ | ⍟ | 3.33 | 180+180 | End Closer | Very powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight |
| Sprinting Gear | △ | ✕ | 3.13 | 160 | Sprint | Random straight activations are almost always useless |
| Turbo Sprint | △ | ✕ | 3.75 | 160+160 | Sprint | Random straight activations are almost always useless |
| Countermeasure | △ | ✕ | 3.13 | 160 | Sprint | Gamble accel, if it procs right before Mid-Race ends it'll be effective |
| Plan X | △ | ✕ | 3.75 | 160+160 | Sprint | Gamble accel, if it procs right before Mid-Race ends it'll be effective |
| Acceleration | △ | ✕ | 3.13 | 160 | Mile | Fairly consistent but Mid-Race accel is useless |
| Step on the Gas! | △ | ✕ | 3.75 | 160+160 | Mile | Fairly consistent but Mid-Race accel is useless |
| KEEP IT REAL. | △ | ✕ | 2.50 | 200 | — | Mostly useless accel but consistent activation |
| Moving Past, and Beyond | △ | ✕ | 2.50 | 200 | — | Mostly useless accel but consistent activation |
| Prudent Positioning | △ | ▲ | 4.17 | 120 | — | Use with Dodging Danger for a very powerful Early-Race burst of speed (Front Runner only) |
| Center Stage | △ | ✕ | 5.00 | 120+120 | — | Never use for Front-Runners that want to run the Dodging Danger tech |
| Go with the Flow | △ | ✕ | 4.17 | 120 | — | Random 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 Legerdemain | △ | ✕ | 5.00 | 120+120 | — | Random 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 WIT | △ | ▲ | 2.50 | 200 | — | Use with Dodging Danger for a very powerful Early-Race burst of speed (Front Runner only) |
| Burning Spirit WIT | △ | ✕ | 3.00 | 200+200 | — | Never use for Front-Runners that want to run the Dodging Danger tech |
| Dodging Danger | △ | ⍟ | 4.55 | 110 | Front Runner | Use with Prudent Positioning/Ignition Spirit WIT for a very powerful Early-Race burst of speed (Front Runner only) |
| Sixth Sense | △ | ✕ | 5.45 | 110+110 | Front Runner | Never use for Front-Runners that want to run the "Prudent Positioning" + "Dodging Danger" combo |
| Meticulous Measures | △ | ✕ | 3.57 | 140 | Sprint | Random 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! | △ | ✕ | 4.29 | 140+140 | Sprint | Random 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 Step | △ | ✕ | 3.57 | 140 | Medium | Random 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 Step | △ | ✕ | 4.29 | 140+140 | Medium | Random 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! | △ | ✕ | 3.57 | 140 | Dirt | Very good Dirt accel skill disguised as a lane movement speed skill |
| Lead the Charge! | △ | ✕ | 4.29 | 140+140 | Dirt | Very good Dirt accel skill disguised as a lane movement speed skill |
| Studious | △ | ✕ | 4.17 | 120 | Late Surger | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| The Bigger Picture | △ | ✕ | 5.00 | 120+120 | Late Surger | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| I Can See Right Through You | △ | ✕ | 4.55 | 110 | End Closer | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| The Coast Is Clear! | △ | ✕ | 5.45 | 110+110 | End Closer | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Strategist | △ | ✕ | 4.55 | 110 | End Closer | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Crusader | △ | ✕ | 5.45 | 110+110 | End Closer | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Hawkeye | △ | ✕ | 4.55 | 110 | Medium | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Clairvoyance | △ | ✕ | 5.45 | 110+110 | Medium | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Disorient | △ | △ | 4.55 | 110 | Pace Chaser | First Half of the Pack, at Random Point during Late-Race |
| Dazzling Disorientation | △ | △ | 5.45 | 110+110 | Pace Chaser | First Half of the Pack, at Random Point during Late-Race |
| Intense Gaze | △ | ◯ | 2.78 | 180 | End Closer | Not 1st Place, at Random Point during Late-Race |
| Intimidate | △ | ✕ | 2.94 | 170 | Sprint | First Half of the Pack, at Random Point in Early-Race, ≥5s after Race Start |
| Adored by All | △ | ✕ | 3.53 | 170+170 | Sprint | First Half of the Pack, at Random Point in Early-Race, ≥5s after Race Start |
| Speed Eater | △ | ✕ | 3.13 | 160 | Mile | 1st-3rd Place, at Random Point during Mid-Race |
| Smoke Screen | △ | △ | 4.55 | 110 | Long | Random Point in Late-Race |
| Illusionist | △ | △ | 5.45 | 110+110 | Long | Random Point in Late-Race |
| [Location] Racecourse ◯ | △ | ◎ | 5.56 | 90 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| [Ground Condition] Conditions ◯ | △ | ◎ | 5.56 | 90 | — | Power Stat increase is decent but low priority |
| [Weather] Days ◯ | △ | △ | 5.56 | 90 | — | Guts is extremely unimportant, only take it you really need to |
| [Run Style] Savvy ◎ | △ | ▲ | 2.08 | 110+130 | [Run Style] | Consistent activation, FoV buff is useful for Nice Nature's All-Seeing Eyes |
| Risky Business | ✕ | ✕ | 4.17 | 120 | — | This skill can completely kill your stamina, it's definitely not worth it unless you're trying to do some niche strat |
| Masterful Gambit | ✕ | ✕ | 2.78 | 180 | End Closer | Extremely 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 Drang | ✕ | ✕ | 3.33 | 180+180 | End Closer | Extremely 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 Lead | ✕ | ✕ | 2.94 | 170 | Sprint | 12.5m lead is highly unfeasible, this skill will almost never activate |
| Staggering Lead | ✕ | ✕ | 3.53 | 170+170 | Sprint | 12.5m lead is highly unfeasible, this skill will almost never activate |
| Cut and Drive! | ✕ | ✕ | 2.50 | 200 | — | Not the most consistent, and also a weak effect, not worth taking |
| G00 1st. F∞; | ✕ | △ | 2.50 | 200 | — | 0.15m/s but has two additional checks (for Start Delay and Rushed) |
| Genius x Bakushin = Victory | ✕ | △ | 2.50 | 200 | — | Fairly consistent, but also weak |
| I See Victory in My Future! | ✕ | ✕ | 2.50 | 200 | — | Front Block condition is downright horrible |
| Prideful King | ✕ | ✕ | 2.50 | 200 | — | Extremely inconsistent, if not totally impossible to even activate in any distance but Sprint |
| Schwarzes Schwert | ✕ | △ | 2.50 | 200 | — | 0.15m/s but requires two additional checks (for Start Delay and Rushed) |
| A Princess Must Seize Victory! | ✕ | ✕ | 2.50 | 200 | — | Side block condition on the Last Straight is quite strict and difficult to proc |
| Dancing in the Leaves | ✕ | ✕ | 2.50 | 200 | — | Side Block isn't consistent, effect isn't outstanding either |
| Calm in a Crowd | ✕ | ✕ | 2.94 | 170 | — | Almost impossible to be boxed in on all sides in CM |
| Unruffled | ✕ | ✕ | 3.53 | 170+170 | — | Almost impossible to be boxed in on all sides in CM |
| Second Wind | ✕ | ✕ | 2.78 | 180 | Front Runner | Expensive and impossible to activate on Front Runners, plus, Mid-Race acceleration is useless |
| Restart | ✕ | ✕ | 3.85 | 130 | Front Runner | Last Half of the Pack, at Random Point during Early-Race, ≥5s after Race Start |
| Stop Right There! | ✕ | ✕ | 2.94 | 170 | Sprint | Last Half of the Pack, at Random Point during Early-Race, ≥5s after Race Start |
| Opening Gambit | ✕ | ✕ | 3.13 | 160 | Mile | Last Half of the Pack, at Random Point during Early-Race, ≥3s after Race Start |
| Battle Formation | ✕ | ✕ | 3.75 | 160+160 | Mile | Last Half of the Pack, at Random Point during Early-Race, ≥3s after Race Start |
| [Rotation]-Handed ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Speed stat increase is significant |
| [Season] Runner ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Speed stat increase is significant |
| Fall Frenzy | ✕ | ✕ | 3.64 | 90+110+130 | — | Take only on Autumn CMs |
| Outer Post Proficiency ◯ | ✕ | ✕ | 5.56 | 90 | — | Post Numbers 6-8 is inconsistent |
| Outer Post Proficiency ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Post Numbers 6-8 is inconsistent |
| Maverick ◯ | ✕ | ✕ | 5.56 | 90 | — | Very rare to have no Umas use your run style |
| Maverick ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Very rare to have no Umas use your run style |
| Long Shot ◯ | ✕ | ✕ | 5.56 | 90 | — | Popularity-dependent skills are inconsistent |
| Long Shot ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Popularity-dependent skills are inconsistent |
| Sympathy | ✕ | ▲ | 7.14 | 70 | — | Practically impossible to proc |
| [Location] Racecourse ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Yodo Invicta | ✕ | ✕ | 3.64 | 90+110+130 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Standard Distance ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Non-Standard Distance ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| [Ground Condition] Conditions ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Power Stat increase is decent but low priority |
| Competitive Spirit ◯ | ✕ | ✕ | 5.56 | 90 | — | It's unlikely for 40% of the lobby to use the same run style as you |
| Competitive Spirit ◎ | ✕ | ✕ | 2.50 | 90+110 | — | It's unlikely for 40% of the lobby to use the same run style as you |
| [Weather] Days ◎ | ✕ | △ | 2.50 | 90+110 | — | Guts is extremely unimportant, only take it you really need to |
| Target in Sight ◯ | ✕ | ✕ | 5.56 | 90 | — | Guts is extremely unimportant, only take it you really need to |
| Target in Sight ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Guts is extremely unimportant, only take it you really need to |
| Inner Post Proficiency ◯ | ✕ | ✕ | 5.56 | 90 | — | Post Numbers 1-3 is inconsistent |
| Inner Post Proficiency ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Post Numbers 1-3 is inconsistent |
| Lucky Seven | ✕ | ✕ | 4.55 | 110 | — | Inconsistent, even more so than the Post Proficiency skills |
| Super Lucky Seven | ✕ | ✕ | 5.45 | 110+110 | — | Inconsistent, even more so than the Post Proficiency skills |
| Skill | TT rank | CM rank | Score/SP | Base cost | Distance / run style | Why |
|---|---|---|---|---|---|---|
| [Run Style] Corners ◯ | ◎ | ⍟ | 3.85 | 130 | [Run Style] | Cheap and consistent, they are must-haves |
| [Run Style] Corners ◎ | △ | ⍟ | 1.85 | 130+140 | [Run Style] | Cheap and consistent, they are must-haves |
| [Run Style] Straightaways ◯ | ◎ | ⍟ | 3.85 | 130 | [Run Style] | Cheap and consistent, they are must-haves |
| [Run Style] Straightaways ◎ | △ | ⍟ | 1.85 | 130+140 | [Run Style] | Cheap and consistent, they are must-haves |
| [Distance] Corners ◯ | ◎ | ⍟ | 5.00 | 100 | [Distance] | Cheap and consistent, they are must-haves |
| [Distance] Corners ◎ | △ | ⍟ | 2.38 | 100+110 | [Distance] | Cheap and consistent, they are must-haves |
| [Distance] Straightaways ◯ | ◎ | ⍟ | 5.00 | 100 | [Distance] | Cheap and consistent, they are must-haves |
| [Distance] Straightaways ◎ | △ | ⍟ | 2.38 | 100+110 | [Distance] | Cheap and consistent, they are must-haves |
| Early Lead | ◎ | ⍟ | 4.17 | 120 | Front Runner | Necessary skill for all Front Runners |
| Taking the Lead | ◎ | ⍟ | 5.00 | 120+120 | Front Runner | Necessary skill for all Front Runners |
| Straight Descent | △ | ⍟ | 4.17 | 120 | Pace Chaser | Very powerful on tracks with Downhills right before/as Last Spurt Mode begins |
| Determined Descent | △ | ⍟ | 5.00 | 120+120 | Pace Chaser | Very powerful on tracks with Downhills right before/as Last Spurt Mode begins |
| Head-On | ◯ | ⍟ | 2.78 | 180 | Pace Chaser | Pace Chaser ver. of Slick Surge |
| Slick Surge | ◯ | ⍟ | 2.78 | 180 | Late Surger | Good but inconsistently effective accel |
| On Your Left! | ◯ | ⍟ | 3.33 | 180+180 | Late Surger | Good but inconsistently effective accel |
| Straightaway Spurt | △ | ⍟ | 2.78 | 180 | End Closer | Very powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight |
| Encroaching Shadow | △ | ⍟ | 3.33 | 180+180 | End Closer | Very powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight |
| Dodging Danger | △ | ⍟ | 4.55 | 110 | Front Runner | Use with Prudent Positioning/Ignition Spirit WIT for a very powerful Early-Race burst of speed (Front Runner only) |
| Uma Stan | ◎ | ◎ | 3.13 | 160 | — | Best speed skill on longer tracks for non-Front-Runners, can help to release PDM on some longer tracks |
| Super Stan | ◎ | ◎ | 3.75 | 160+160 | — | Best speed skill on longer tracks for non-Front-Runners, can help to release PDM on some longer tracks |
| Tail Held High | ◎ | ◎ | 5.00 | 100 | — | Cheap and consistent, though note the condition of requiring 3 skill activations before acquiring it |
| Slipstream | ◎ | ◎ | 3.13 | 160 | — | Consistent and facilitates overtaking when activated |
| Playtime's Over! | ◎ | ◎ | 3.13 | 160 | — | Consistent and improves Uma's capacity to maintain her placement |
| Ignited Spirit GUTS | ◯ | ◎ | 2.50 | 200 | — | Good 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) |
| Burning Spirit GUTS | ◎ | ◎ | 3.00 | 200+200 | — | Good 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-Paced | ◎ | ◎ | 2.78 | 180 | Front Runner | Consistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race |
| Escape Artist | ◎ | ◎ | 3.33 | 180+180 | Front Runner | Consistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race |
| Leader's Pride | △ | ◎ | 2.78 | 180 | Front Runner | Inconsistent activation during Early-Race where overtaking doesn't happen frequently or consistently, consistency is directly proportional to track distance |
| Fast & Furious | ◯ | ◎ | 3.33 | 180+180 | Late Surger | Consistent |
| Outer Swell | ◯ | ◎ | 2.78 | 180 | Late Surger | Somewhat 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 Dragon | ◯ | ◎ | 3.33 | 180+180 | Late Surger | Somewhat 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) |
| 1,500,000 CC | ◎ | ◎ | 4.17 | 120 | Late Surger | Cheap and consistent |
| 15,000,000 CC | ◎ | ◎ | — | 120+120 | Late Surger | Cheap and consistent |
| Certain Victory | △ | ◎ | 2.50 | 200 | — | Identical to OG Teio's unique with slightly looser conditions |
| Sky-High Teio Step | △ | ◎ | 2.50 | 200 | — | Mostly consistent for non-Front-Runners, with strong effect |
| Triumphant Pulse | △ | ◎ | 2.50 | 200 | — | Consistent for non-Front-Runners, with strong effect |
| Victoria por plancha ☆ | △ | ◎ | 2.50 | 200 | — | Activation is mostly consistent, some tracks benefit from a Last Straight accel |
| Behold Thine Emperor's Divine Might | △ | ◎ | 2.50 | 200 | — | Consistent for non-Front-Runners, with strong effect |
| Corner Recovery ◯ | ◎ | ◎ | 2.94 | 170 | — | Consistent and effective recovery |
| Swinging Maestro | ◎ | ◎ | 3.53 | 170+170 | — | Consistent and effective recovery |
| Calm and Collected | △ | ◎ | 3.33 | 180+180 | Pace Chaser | Stamina 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) |
| Race Planner | ◎ | ◎ | 3.33 | 180+180 | Pace Chaser | Consistent and effective recovery |
| Gourmand | ◎ | ◎ | 3.33 | 180+180 | Pace Chaser | Consistent and effective recovery |
| Lie in Wait | △ | ◎ | 3.33 | 180+180 | Late Surger | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Nimble Navigator | ◯ | ◎ | 3.33 | 150 | — | Strong accel but rng-dependent |
| No Stopping Me! | ◯ | ◎ | 4.00 | 150+150 | — | Strong accel but rng-dependent |
| Highlander | △ | ◎ | 3.13 | 160 | — | Very powerful on tracks with Uphills right before/as Last Spurt Mode begins |
| Ignited Spirit PWR | ◎ | ◎ | 2.50 | 200 | — | It's like a weaker but universal Slick Surge/On Your Left! |
| Burning Spirit PWR | ◎ | ◎ | 3.00 | 200+200 | — | It's like a weaker but universal Slick Surge/On Your Left! |
| Shooting for Victory! | ▲ | ◎ | 2.50 | 200 | — | Powerful 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! | ▲ | ◎ | 2.50 | 200 | — | Strongest but most inconsistent accel for Lates/Ends on tracks where Last Spurt Mode begins slightly before or on the Final Corner |
| Angling and Scheming | ▲ | ◎ | 2.50 | 200 | — | Strongest accel for Fronts on tracks where Last Spurt Mode begins on a Corner |
| Hesitant [Run Style]s | ◎ | ◎ | 3.85 | 130 | — | Random Point in Late-Race |
| Frenzied [Run Style]s | ◯ | ◎ | 3.85 | 130 | — | [Run Style] is "Rushed" |
| Subdued [Run Style]s | ◎ | ◎ | 3.85 | 130 | — | Random Point in Early-Race, ≥5 after Race Start |
| Flustered [Run Style]s | ◎ | ◎ | 3.85 | 130 | — | Random Point in Mid-Race |
| Trick (Front) | ◎ | ◎ | 3.57 | 140 | — | First Half of the Pack, ≥1 "Rushed" Uma behind |
| Tantalizing Trick | ◎ | ◎ | 4.29 | 140+140 | — | First Half of the Pack, ≥1 "Rushed" Uma behind |
| Trick (Rear) | ◎ | ◎ | 3.57 | 140 | — | 2nd-9th/12th Place, ≥1 "Rushed" Uma ahead |
| Sharp Gaze | ◎ | ◎ | 2.78 | 180 | Late Surger | Last Half of the Pack, at Random Point during Late-Race |
| All-Seeing Eyes | ◎ | ◎ | 3.33 | 180+180 | Late Surger | Last Half of the Pack, at Random Point during Late-Race |
| Stamina Eater | ◯ | ◎ | 3.13 | 160 | Long | ≥5th Place, at Random Point in Mid-Race |
| Stamina Siphon | ◎ | ◎ | 3.75 | 160+160 | Long | ≥5th Place, at Random Point in Mid-Race |
| [Rotation]-Handed ◯ | ◯ | ◎ | 5.56 | 90 | — | Speed stat increase is significant |
| [Rotation]-Handed ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Speed stat increase is significant |
| [Season] Runner ◯ | ◯ | ◎ | 5.56 | 90 | — | Speed stat increase is significant |
| [Season] Runner ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Speed stat increase is significant |
| Lone Wolf | ◎ | ◎ | 7.14 | 70 | — | Easy to proc, you either benefit (you proc) or make it even (you prevent someone else's from proc'ing) |
| [Location] Racecourse ◯ | △ | ◎ | 5.56 | 90 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| [Location] Racecourse ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Standard Distance ◯ | ◯ | ◎ | 5.56 | 90 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Standard Distance ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Non-Standard Distance ◯ | ◯ | ◎ | 5.56 | 90 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Non-Standard Distance ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| [Ground Condition] Conditions ◯ | △ | ◎ | 5.56 | 90 | — | Power Stat increase is decent but low priority |
| [Ground Condition] Conditions ◎ | ✕ | ◎ | 2.50 | 90+110 | — | Power Stat increase is decent but low priority |
| Professor of Curvature | ◯ | ◯ | 3.33 | 180+180 | — | Consistent, but expensive Rare ver. has greater speed boost making it more worth to acquire |
| Beeline Burst | ◯ | ◯ | 3.53 | 170+170 | — | Consistent |
| It's On! | ◯ | ◯ | 3.53 | 170+170 | — | Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over! |
| In Body and Mind | ◯ | ◯ | 3.53 | 170+170 | — | Useful and (fairly) consistent Last Spurt speed boost, falls short of ◎ because it could activate at the very end of a race |
| Position Pilfer | ◯ | ◯ | 2.78 | 180 | Late Surger | Consistent |
| Shooting Star | △ | ◯ | 2.50 | 200 | — | Consistent activation, but weak effect |
| The Duty of Dignity Calls | △ | ◯ | 2.50 | 200 | — | Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Front Runners/Pace Chasers |
| This Dance Is for Vittoria! | △ | ◯ | 2.50 | 200 | — | Fairly consistent activation but Final Corner Target Speed boost could be inconsistent |
| Blazing Pride | △ | ◯ | 2.50 | 200 | — | Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Late Surgers |
| ∴win Q.E.D. | △ | ◯ | 2.50 | 200 | — | Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Front Runners |
| Flashy☆Landing | △ | ◯ | 2.50 | 200 | — | Acceleration on and beyond Final Corner is decent, conditions to activate may not be consistent unless you're Front Runner or Pace Chaser |
| Nemesis | △ | ◯ | 2.50 | 200 | — | Consistent for Late Surgers/End Closers but effect is weak |
| Shadow Break | △ | ◯ | 2.50 | 200 | — | Should be consistent but effect isn't great enough to be used over other similar uniques |
| Lights of Vaudeville | △ | ◯ | 2.50 | 200 | — | Consistent activation but effectiveness depends on track |
| I Never Goof Up! | △ | ◯ | 2.50 | 200 | — | Good effect but rng and track dependent |
| Give Mummy a Hug ♡ | △ | ◯ | 2.50 | 200 | — | Good accel for tracks that have their Last Spurt Mode begin on/near a Last Straight |
| Arrows Whistle, Shadows Disperse | △ | ◯ | 2.50 | 200 | — | Consistent, but weak effect |
| Pop & Polish | △ | ◯ | 2.50 | 200 | — | Consistent, but weak effect |
| Festive Miracle | △ | ◯ | 2.50 | 200 | — | Strong on some tracks where Triple 7s can proc before the Last Spurt |
| Moxie | △ | ◯ | 2.78 | 180 | Front Runner | Consistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race |
| Stamina to Spare | △ | ◯ | 2.78 | 180 | Pace Chaser | Stamina 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) |
| Preferred Position | ◎ | ◯ | 2.78 | 180 | Pace Chaser | Consistent and effective recovery |
| Hydrate | ◎ | ◯ | 2.78 | 180 | Pace Chaser | Consistent and effective recovery |
| Be Still | △ | ◯ | 2.78 | 180 | Late Surger | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Intense Gaze | △ | ◯ | 2.78 | 180 | End Closer | Not 1st Place, at Random Point during Late-Race |
| [Run Style] Savvy ◯ | ◎ | ◯ | 4.55 | 110 | [Run Style] | Consistent activation, FoV buff is useful for Nice Nature's All-Seeing Eyes |
| Gap Closer | ▲ | ▲ | 3.13 | 160 | Sprint | Decent for Sprint Late Surgers/End Closers (only King Halo for now) |
| Blinding Flash | ▲ | ▲ | 3.75 | 160+160 | Sprint | Decent for Sprint Late Surgers/End Closers (only King Halo for now) |
| Resplendent Red Ace | △ | ▲ | 2.50 | 200 | — | Accel can come in handy occasionally but still very situational and slightly unreliable |
| SPARKLY☆STARDOM | △ | ▲ | 2.50 | 200 | — | Mostly consistent for most Front Runners and helps them maintain their lead |
| Flowery☆Maneuver | △ | ▲ | 2.50 | 200 | — | ① 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 |
| Triple 7s | △ | ▲ | 3.13 | 160 | — | Consistent, but only effective on <2400m tracks, useful for some Uma that rely on Stamina skill procs |
| Groundwork | △ | ▲ | 5.00 | 100 | — | For Front Runners only, use with 3 Early-Race skills like Focus/Concentration+Green Skills |
| Prudent Positioning | △ | ▲ | 4.17 | 120 | — | Use with Dodging Danger for a very powerful Early-Race burst of speed (Front Runner only) |
| Ignited Spirit WIT | △ | ▲ | 2.50 | 200 | — | Use with Dodging Danger for a very powerful Early-Race burst of speed (Front Runner only) |
| Focus | ◎ | ▲ | 3.57 | 140 | — | Only 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 |
| Concentration | ◎ | ▲ | 4.29 | 140+140 | — | Only 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 |
| Runaway | ▲ | ▲ | 6.00 | 200 | Front Runner | Dependent on what you want/need |
| Sympathy | ✕ | ▲ | 7.14 | 70 | — | Practically impossible to proc |
| [Run Style] Savvy ◎ | △ | ▲ | 2.08 | 110+130 | [Run Style] | Consistent activation, FoV buff is useful for Nice Nature's All-Seeing Eyes |
| Corner Adept ◯ | △ | △ | 2.78 | 180 | — | Consistent, but expensive Rare ver. has greater speed boost making it more worth to acquire |
| Straightaway Adept | △ | △ | 2.94 | 170 | — | Consistent |
| Ramp Up | △ | △ | 2.94 | 170 | — | Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over! |
| Homestretch Haste | △ | △ | 2.94 | 170 | — | Useful and (fairly) consistent Last Spurt speed boost, falls short of ◎ because it could activate at the very end of a race |
| Ignited Spirit SPD | △ | △ | 2.50 | 200 | — | 1.8s isn't very long and it costs 200 base SP |
| Burning Spirit SPD | △ | △ | 3.00 | 200+200 | — | 1.8s isn't very long and it costs 200 base SP |
| Prepared to Pass | △ | △ | 2.78 | 180 | Pace Chaser | 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) |
| Speed Star | △ | △ | 3.33 | 180+180 | Pace Chaser | 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) |
| Early Start | △ | △ | 2.78 | 180 | End Closer | Very small speed boost, but it can unlock Pace-down Mode for a good amount of time so it isn't totally useless |
| Keeping the Lead | △ | △ | 3.13 | 160 | Long | 2.5m lead is somewhat possible in a Long race but still not the most consistent |
| Vanguard Spirit | △ | △ | 3.75 | 160+160 | Long | 2.5m lead is somewhat possible in a Long race but still not the most consistent |
| Legacy of the Strong | △ | △ | 2.50 | 200 | — | Effects aren't bad but inconsistent activation |
| The View from the Lead is Mine! | △ | △ | 2.50 | 200 | — | Somewhat consistent activation for Front Runners, but weak effect |
| Where There's a Will, There's a Way | △ | △ | 2.50 | 200 | — | Decent speed skill option for non-Front-Runners |
| G00 1st. F∞; | ✕ | △ | 2.50 | 200 | — | 0.15m/s but has two additional checks (for Start Delay and Rushed) |
| Blue Rose Closer | △ | △ | 2.50 | 200 | — | Consistent, but weak effect |
| Our Ticket to Win! | △ | △ | 2.50 | 200 | — | Side block on Last Straight is rare, weak effect as well makes it not worth getting |
| Genius x Bakushin = Victory | ✕ | △ | 2.50 | 200 | — | Fairly consistent, but also weak |
| #LookatCurren | △ | △ | 2.50 | 200 | — | Slightly consistent but effect is really weak since it usually activates at Mid-Race |
| Eternal Moments | △ | △ | 2.50 | 200 | — | Fairly consistent for non-Front-Runners, but the effect is weak |
| You and Me! One-on-One! | △ | △ | 2.50 | 200 | — | Decent Last Straight speed skill for Late Surgers or End Closers |
| A Kiss for Courage | △ | △ | 2.50 | 200 | — | Varying effectiveness depending on track but can be strong with Triple 7s activation |
| Schwarzes Schwert | ✕ | △ | 2.50 | 200 | — | 0.15m/s but requires two additional checks (for Start Delay and Rushed) |
| Bountiful Harvest | △ | △ | 2.50 | 200 | — | Consistent but relatively weak |
| OMG! (゚∀゚) The Final Sprint! ☆ | △ | △ | 2.50 | 200 | — | Generally, when you overtake in Late-Race, you're still accelerating, so a Target Speed skill wouldn't be effective |
| Chasing After You | △ | △ | 2.50 | 200 | — | Very weak effect but can be used as a debuff |
| Presents from X | △ | △ | 2.50 | 200 | — | Consistent, but weak effect |
| Fairy Tale | △ | △ | 2.50 | 200 | — | Strong on some tracks where Triple 7s can proc before the Last Spurt |
| Straightaway Recovery | △ | △ | 2.94 | 170 | — | Inconsistent, it might be wasted on an early or late activation |
| Breath of Fresh Air | △ | △ | 3.53 | 170+170 | — | Inconsistent, it might be wasted on an early or late activation |
| Ignited Spirit STA | △ | △ | 2.50 | 200 | — | Definitely an option but it costs more than a usual skill (at 200 base SP) |
| Burning Spirit STA | △ | △ | 3.00 | 200+200 | — | Definitely an option but it costs more than a usual skill (at 200 base SP) |
| Restless | △ | △ | 3.33 | 180+180 | Front Runner | Consistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race |
| Levelheaded | △ | △ | 2.78 | 180 | End Closer | Getting blocked is a decently consistent condition for End Closers |
| Deep Breaths | △ | △ | 3.13 | 160 | Long | Inconsistent, it might be wasted on an early or late activation |
| Cooldown | △ | △ | 3.75 | 160+160 | Long | Inconsistent, it might be wasted on an early or late activation |
| Extra Tank | △ | △ | 3.13 | 160 | Long | If your HP drops to zero, you're cooked anyway, no recovery can save you |
| Adrenaline Rush | △ | △ | 3.75 | 160+160 | Long | If your HP drops to zero, you're cooked anyway, no recovery can save you |
| Passing Pro | △ | △ | 3.13 | 160 | Long | Mostly consistent but activation can occur on Early-Race, diminishing its value |
| Pure Heart | △ | △ | 2.50 | 200 | — | They 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 Heal | △ | △ | 2.50 | 200 | — | They 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 |
| Disorient | △ | △ | 4.55 | 110 | Pace Chaser | First Half of the Pack, at Random Point during Late-Race |
| Dazzling Disorientation | △ | △ | 5.45 | 110+110 | Pace Chaser | First Half of the Pack, at Random Point during Late-Race |
| Smoke Screen | △ | △ | 4.55 | 110 | Long | Random Point in Late-Race |
| Illusionist | △ | △ | 5.45 | 110+110 | Long | Random Point in Late-Race |
| [Weather] Days ◯ | △ | △ | 5.56 | 90 | — | Guts is extremely unimportant, only take it you really need to |
| [Weather] Days ◎ | ✕ | △ | 2.50 | 90+110 | — | Guts is extremely unimportant, only take it you really need to |
| Risky Business | ✕ | ✕ | 4.17 | 120 | — | This skill can completely kill your stamina, it's definitely not worth it unless you're trying to do some niche strat |
| Masterful Gambit | ✕ | ✕ | 2.78 | 180 | End Closer | Extremely 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 Drang | ✕ | ✕ | 3.33 | 180+180 | End Closer | Extremely 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 Lead | ✕ | ✕ | 2.94 | 170 | Sprint | 12.5m lead is highly unfeasible, this skill will almost never activate |
| Staggering Lead | ✕ | ✕ | 3.53 | 170+170 | Sprint | 12.5m lead is highly unfeasible, this skill will almost never activate |
| Productive Plan | ◯ | ✕ | 3.13 | 160 | Mile | Mostly 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 |
| Mile Maven | ◎ | ✕ | 3.75 | 160+160 | Mile | Mostly 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 Gears | ◯ | ✕ | 3.13 | 160 | Mile | Consistent |
| Changing Gears | ◯ | ✕ | 3.75 | 160+160 | Mile | Consistent |
| Unyielding Spirit | ◎ | ✕ | 4.17 | 120 | Mile | Cheap and consistent |
| Big-Sisterly | ◎ | ✕ | 5.00 | 120+120 | Mile | Cheap and consistent |
| Up-Tempo | ◯ | ✕ | 3.13 | 160 | Medium | Consistent |
| Killer Tunes | ◯ | ✕ | 3.75 | 160+160 | Medium | Consistent |
| Steadfast | △ | ✕ | 3.13 | 160 | Medium | Essentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational |
| Unyielding | △ | ✕ | 3.75 | 160+160 | Medium | Essentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational |
| All I've Got | △ | ✕ | 3.13 | 160 | Medium | Other 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 May | △ | ✕ | 3.75 | 160+160 | Medium | Other 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 Scoop | △ | ✕ | 3.13 | 160 | Long | Somewhat 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 Experience | △ | ✕ | 3.75 | 160+160 | Long | Somewhat 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) |
| Pressure | △ | ✕ | 3.13 | 160 | Long | Overtakes 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 Pressure | △ | ✕ | 3.75 | 160+160 | Long | Overtakes 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 Pick | △ | ✕ | 2.78 | 180 | Dirt | Should have a consistent activation and is helpful for maintaining/securing/fighting for the lead |
| Trending in the Charts! | △ | ✕ | 3.33 | 180+180 | Dirt | Should have a consistent activation and is helpful for maintaining/securing/fighting for the lead |
| Anchors Aweigh! | △ | ✕ | 2.50 | 200 | — | Consistent for Late Surgers/End Closers but minimal effect |
| Cut and Drive! | ✕ | ✕ | 2.50 | 200 | — | Not the most consistent, and also a weak effect, not worth taking |
| I See Victory in My Future! | ✕ | ✕ | 2.50 | 200 | — | Front Block condition is downright horrible |
| Just a Little Farther! | △ | ✕ | 2.50 | 200 | — | Fairly consistent, but also weak |
| Prideful King | ✕ | ✕ | 2.50 | 200 | — | Extremely inconsistent, if not totally impossible to even activate in any distance but Sprint |
| YUMMY☆SPEED! | △ | ✕ | 2.50 | 200 | — | Unfortunate timing at 60% of the Race makes this skill's acceleration practically useless |
| A Princess Must Seize Victory! | ✕ | ✕ | 2.50 | 200 | — | Side block condition on the Last Straight is quite strict and difficult to proc |
| Dancing in the Leaves | ✕ | ✕ | 2.50 | 200 | — | Side Block isn't consistent, effect isn't outstanding either |
| Lay Low | △ | ✕ | 3.13 | 160 | — | Might proc in Early-Race which might overflow HP |
| Iron Will | △ | ✕ | 3.75 | 160+160 | — | Might proc in Early-Race which might overflow HP |
| Pace Strategy | △ | ✕ | 2.94 | 170 | — | Being overtaken is an inconsistent condition More suitable on long, backline Run Styles |
| Indomitable | △ | ✕ | 3.53 | 170+170 | — | Being overtaken is an inconsistent condition More suitable on long, backline Run Styles |
| Calm in a Crowd | ✕ | ✕ | 2.94 | 170 | — | Almost impossible to be boxed in on all sides in CM |
| Unruffled | ✕ | ✕ | 3.53 | 170+170 | — | Almost impossible to be boxed in on all sides in CM |
| Shake It Out | △ | ✕ | 5.00 | 100 | — | Late-Race recovery is ineffective consider acquiring it only for Team Trials because it's very cheap |
| A Small Breather | △ | ✕ | 2.78 | 180 | Late Surger | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Relax | △ | ✕ | 3.33 | 180+180 | Late Surger | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Standing By | △ | ✕ | 2.78 | 180 | End Closer | Somewhat 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 Lion | △ | ✕ | 3.33 | 180+180 | End Closer | Somewhat 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 Stroll | △ | ✕ | 2.94 | 170 | End Closer | Consistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race |
| Go-Home Specialist | △ | ✕ | 3.53 | 170+170 | End Closer | Consistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race |
| Wait-and-See | ▲ | ✕ | 3.13 | 160 | Sprint | Only for Late Surgers/End Closers (only King Halo for now), the extra acceleration effect is useless |
| Watchful Eye | ▲ | ✕ | 3.13 | 160 | Mile | Most effective Mile debuff skill, must-have for all Mile debuffers |
| Keen Eye | ▲ | ✕ | 3.75 | 160+160 | Mile | Most effective Mile debuff skill, must-have for all Mile debuffers |
| Rosy Outlook | △ | ✕ | 3.13 | 160 | Medium | Consistent recovery for Front Runners and perhaps even Pace Chasers |
| Trackblazer | △ | ✕ | 3.75 | 160+160 | Medium | Consistent recovery for Front Runners and perhaps even Pace Chasers |
| Soft Step | △ | ✕ | 3.13 | 160 | Medium | Consistent 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 Step | △ | ✕ | 3.75 | 160+160 | Medium | Consistent 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 |
| U=ma2 | △ | ✕ | 2.50 | 200 | — | They 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 Climax | △ | ✕ | 2.50 | 200 | — | They 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 ♪ Diver | △ | ✕ | 2.50 | 200 | — | They 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 Fangs | △ | ✕ | 2.50 | 200 | — | They 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 ◯ | △ | ✕ | 2.78 | 180 | — | Acceleration on the Corner 1/First Corner of any track is useless |
| Corner Connoisseur | △ | ✕ | 3.33 | 180+180 | — | Acceleration on the Corner 1/First Corner of any track is useless |
| Straightaway Acceleration | △ | ✕ | 2.94 | 170 | — | Random straight activations are too inconsistent to be effective |
| Rushing Gale! | △ | ✕ | 3.53 | 170+170 | — | Random straight activations are too inconsistent to be effective |
| Final Push | △ | ✕ | 2.78 | 180 | Front Runner | Being 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 |
| Unrestrained | △ | ✕ | 3.33 | 180+180 | Front Runner | Being 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 |
| Second Wind | ✕ | ✕ | 2.78 | 180 | Front Runner | Expensive and impossible to activate on Front Runners, plus, Mid-Race acceleration is useless |
| Shrewd Step | △ | ✕ | 4.17 | 120 | Pace Chaser | Cheap and consistent activation, but useless Mid-Race accel |
| Technician | △ | ✕ | 5.00 | 120+120 | Pace Chaser | Cheap and consistent activation, but useless Mid-Race accel |
| Tactical Tweak | △ | ✕ | 4.17 | 120 | Pace Chaser | Cheap and consistent activation, but useless Mid-Race accel |
| Shatterproof | △ | ✕ | 5.00 | 120+120 | Pace Chaser | Cheap and consistent activation, but useless Mid-Race accel |
| Fighter | △ | ✕ | 4.17 | 120 | Late Surger | Cheap and consistent activation but useless Mid-Race accel |
| Hard Worker | △ | ✕ | 5.00 | 120+120 | Late Surger | Cheap and consistent activation but useless Mid-Race accel |
| Sprinting Gear | △ | ✕ | 3.13 | 160 | Sprint | Random straight activations are almost always useless |
| Turbo Sprint | △ | ✕ | 3.75 | 160+160 | Sprint | Random straight activations are almost always useless |
| Countermeasure | △ | ✕ | 3.13 | 160 | Sprint | Gamble accel, if it procs right before Mid-Race ends it'll be effective |
| Plan X | △ | ✕ | 3.75 | 160+160 | Sprint | Gamble accel, if it procs right before Mid-Race ends it'll be effective |
| Updrafters | ◯ | ✕ | 3.13 | 160 | Mile | Good but inconsistently effective accel for Lates/Ends in Mile |
| Furious Feat | ◯ | ✕ | 3.75 | 160+160 | Mile | Good but inconsistently effective accel for Lates/Ends in Mile |
| Acceleration | △ | ✕ | 3.13 | 160 | Mile | Fairly consistent but Mid-Race accel is useless |
| Step on the Gas! | △ | ✕ | 3.75 | 160+160 | Mile | Fairly consistent but Mid-Race accel is useless |
| Red Shift/LP1211-M | ▲ | ✕ | 2.50 | 200 | — | Powerful accel for Fronts/Paces, especially on tracks where Last Spurt Mode begins slightly before or on the Final Corner |
| Condor's Fury | ▲ | ✕ | 2.50 | 200 | — | Powerful accel for Lates/Ends, especially on tracks where Last Spurt Mode begins slightly before or on the Final Corner |
| KEEP IT REAL. | △ | ✕ | 2.50 | 200 | — | Mostly useless accel but consistent activation |
| Moving Past, and Beyond | △ | ✕ | 2.50 | 200 | — | Mostly useless accel but consistent activation |
| Center Stage | △ | ✕ | 5.00 | 120+120 | — | Never use for Front-Runners that want to run the Dodging Danger tech |
| Go with the Flow | △ | ✕ | 4.17 | 120 | — | Random 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 Legerdemain | △ | ✕ | 5.00 | 120+120 | — | Random 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 |
| Burning Spirit WIT | △ | ✕ | 3.00 | 200+200 | — | Never use for Front-Runners that want to run the Dodging Danger tech |
| Sixth Sense | △ | ✕ | 5.45 | 110+110 | Front Runner | Never use for Front-Runners that want to run the "Prudent Positioning" + "Dodging Danger" combo |
| Meticulous Measures | △ | ✕ | 3.57 | 140 | Sprint | Random 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! | △ | ✕ | 4.29 | 140+140 | Sprint | Random 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 Step | △ | ✕ | 3.57 | 140 | Medium | Random 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 Step | △ | ✕ | 4.29 | 140+140 | Medium | Random 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! | △ | ✕ | 3.57 | 140 | Dirt | Very good Dirt accel skill disguised as a lane movement speed skill |
| Lead the Charge! | △ | ✕ | 4.29 | 140+140 | Dirt | Very good Dirt accel skill disguised as a lane movement speed skill |
| Studious | △ | ✕ | 4.17 | 120 | Late Surger | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| The Bigger Picture | △ | ✕ | 5.00 | 120+120 | Late Surger | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| I Can See Right Through You | △ | ✕ | 4.55 | 110 | End Closer | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| The Coast Is Clear! | △ | ✕ | 5.45 | 110+110 | End Closer | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Strategist | △ | ✕ | 4.55 | 110 | End Closer | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Crusader | △ | ✕ | 5.45 | 110+110 | End Closer | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Hawkeye | △ | ✕ | 4.55 | 110 | Medium | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Clairvoyance | △ | ✕ | 5.45 | 110+110 | Medium | Extra FoV is mostly useless Take only because they are very cheap and if you have no other options |
| Restart | ✕ | ✕ | 3.85 | 130 | Front Runner | Last Half of the Pack, at Random Point during Early-Race, ≥5s after Race Start |
| Intimidate | △ | ✕ | 2.94 | 170 | Sprint | First Half of the Pack, at Random Point in Early-Race, ≥5s after Race Start |
| Adored by All | △ | ✕ | 3.53 | 170+170 | Sprint | First Half of the Pack, at Random Point in Early-Race, ≥5s after Race Start |
| Stop Right There! | ✕ | ✕ | 2.94 | 170 | Sprint | Last Half of the Pack, at Random Point during Early-Race, ≥5s after Race Start |
| Speed Eater | △ | ✕ | 3.13 | 160 | Mile | 1st-3rd Place, at Random Point during Mid-Race |
| Opening Gambit | ✕ | ✕ | 3.13 | 160 | Mile | Last Half of the Pack, at Random Point during Early-Race, ≥3s after Race Start |
| Battle Formation | ✕ | ✕ | 3.75 | 160+160 | Mile | Last Half of the Pack, at Random Point during Early-Race, ≥3s after Race Start |
| Tether | ◎ | ✕ | 3.13 | 160 | Medium | Last Half of the Pack, at Random Point during Late-Race |
| Dominator | ◎ | ✕ | 3.75 | 160+160 | Medium | Last Half of the Pack, at Random Point during Late-Race |
| Murmur | ◎ | ✕ | 3.13 | 160 | Medium | Blocked in Front for ≥1s, during Mid-Race |
| Mystifying Murmur | ◎ | ✕ | 3.75 | 160+160 | Medium | Blocked in Front for ≥1s, during Mid-Race |
| Fall Frenzy | ✕ | ✕ | 3.64 | 90+110+130 | — | Take only on Autumn CMs |
| Outer Post Proficiency ◯ | ✕ | ✕ | 5.56 | 90 | — | Post Numbers 6-8 is inconsistent |
| Outer Post Proficiency ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Post Numbers 6-8 is inconsistent |
| Maverick ◯ | ✕ | ✕ | 5.56 | 90 | — | Very rare to have no Umas use your run style |
| Maverick ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Very rare to have no Umas use your run style |
| Long Shot ◯ | ✕ | ✕ | 5.56 | 90 | — | Popularity-dependent skills are inconsistent |
| Long Shot ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Popularity-dependent skills are inconsistent |
| Yodo Invicta | ✕ | ✕ | 3.64 | 90+110+130 | — | Stamina stat increase is good but not completely necessary unless you're short of stamina |
| Competitive Spirit ◯ | ✕ | ✕ | 5.56 | 90 | — | It's unlikely for 40% of the lobby to use the same run style as you |
| Competitive Spirit ◎ | ✕ | ✕ | 2.50 | 90+110 | — | It's unlikely for 40% of the lobby to use the same run style as you |
| Target in Sight ◯ | ✕ | ✕ | 5.56 | 90 | — | Guts is extremely unimportant, only take it you really need to |
| Target in Sight ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Guts is extremely unimportant, only take it you really need to |
| Inner Post Proficiency ◯ | ✕ | ✕ | 5.56 | 90 | — | Post Numbers 1-3 is inconsistent |
| Inner Post Proficiency ◎ | ✕ | ✕ | 2.50 | 90+110 | — | Post Numbers 1-3 is inconsistent |
| Lucky Seven | ✕ | ✕ | 4.55 | 110 | — | Inconsistent, even more so than the Post Proficiency skills |
| Super Lucky Seven | ✕ | ✕ | 5.45 | 110+110 | — | Inconsistent, even more so than the Post Proficiency skills |
- 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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