Skills
Umamusume Stamina Skills
49 skillsStamina 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. Every skill below is ranked for Team Trials and Champions Meeting with its score per SP, base cost, distance/style, duration, effect, preconditions, activation condition and build notes — in the exact order of the community skills spreadsheet.
Rank key: ⍟◎◯▲△✕— from ⍟ essential to ✕ never take. Full explanations on the tier list page.
| Skill | TT rank | CM rank | Score/SP | Base cost | Dist / style | Duration | Effect | Effect target | Precondition | Condition | Why |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Corner Recovery ◯ | ◎ | ◎ | 2.94 | 170 | — | Instant | 1.5% HP | / | / | Random Point on Corner 1 If Corner 1 does not exist, then First Corner (2/3/4) instead | Consistent and effective recovery |
| Swinging Maestro | ◎ | ◎ | 3.53 | 170+170 | — | Instant | 5.5% HP | / | / | Random Point on Corner 1 If Corner 1 does not exist, then First Corner (2/3/4) instead | Consistent and effective recovery |
| Straightaway Recovery | △ | △ | 2.94 | 170 | — | Instant | 1.5% HP | / | / | Random Point on Any Straight | Inconsistent, it might be wasted on an early or late activation |
| Breath of Fresh Air | △ | △ | 3.53 | 170+170 | — | Instant | 5.5% HP | / | / | Random Point on Any Straight | Inconsistent, it might be wasted on an early or late activation |
| Lay Low | △ | ✕ | 3.13 | 160 | — | Instant | 1.5% HP | / | / | Blocked in Front for ≥1s, during Early-Race or Mid-Race, ≥5s after Race Start | Might proc in Early-Race which might overflow HP |
| Iron Will | △ | ✕ | 3.75 | 160+160 | — | Instant | 5.5% HP | / | / | Blocked in Front for ≥1s, during Early-Race or Mid-Race, ≥5s after Race Start | Might proc in Early-Race which might overflow HP |
| Pace Strategy | △ | ✕ | 2.94 | 170 | — | Instant | 1.5% HP | / | / | Be overtaken, during Mid-Race | Being overtaken is an inconsistent condition More suitable on long, backline Run Styles |
| Indomitable | △ | ✕ | 3.53 | 170+170 | — | Instant | 5.5% HP | / | / | Be overtaken, during Mid-Race | Being overtaken is an inconsistent condition More suitable on long, backline Run Styles |
| Calm in a Crowd | ✕ | ✕ | 2.94 | 170 | — | Instant | 1.5% HP | / | / | Surrounded, during Mid-Race | Almost impossible to be boxed in on all sides in CM |
| Unruffled | ✕ | ✕ | 3.53 | 170+170 | — | Instant | 5.5% HP | / | / | Surrounded, during Mid-Race | Almost impossible to be boxed in on all sides in CM |
| Triple 7s | △ | ▲ | 3.13 | 160 | — | Instant | 1.5% HP | / | / | Activates 777m before Race End | Consistent, but only effective on <2400m tracks, useful for some Uma that rely on Stamina skill procs |
| Shake It Out | △ | ✕ | 5.00 | 100 | — | Instant | 1.5% HP | / | / | ≥3 Skill Activations during Late-Race and beyond | Late-Race recovery is ineffective consider acquiring it only for Team Trials because it's very cheap |
| Ignited Spirit STA | △ | △ | 2.50 | 200 | — | Instant | 1.5% HP | / | / | Random Point during Mid-Race | Definitely an option but it costs more than a usual skill (at 200 base SP) |
| Burning Spirit STA | △ | △ | 3.00 | 200+200 | — | Instant | 5.5% HP | / | / | Random Point during Mid-Race | Definitely an option but it costs more than a usual skill (at 200 base SP) |
| Moxie | △ | ◯ | 2.78 | 180 | Front Runner | Instant | 1.5% HP | / | / | Uphill, ≥10s after Race Start | 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 | Instant | 5.5% HP | / | / | Uphill, ≥10s after Race Start | 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 | Instant | 1.5% HP | / | / | First Half of the Pack, at a Random Point during Second Half of Early-Race | 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 | Instant | 5.5% HP | / | / | First Half of the Pack, at a Random Point during Second Half of Early-Race | 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 | Instant | 1.5% HP | / | / | First Half of the Pack, at a Random Point during Mid-Race | Consistent and effective recovery |
| Race Planner | ◎ | ◎ | 3.33 | 180+180 | Pace Chaser | Instant | 5.5% HP | / | / | First Half of the Pack, at a Random Point during Mid-Race | Consistent and effective recovery |
| Hydrate | ◎ | ◯ | 2.78 | 180 | Pace Chaser | Instant | 1.5% HP | / | / | Random Point during Mid-Race | Consistent and effective recovery |
| Gourmand | ◎ | ◎ | 3.33 | 180+180 | Pace Chaser | Instant | 5.5% HP | / | / | Random Point during Mid-Race | Consistent and effective recovery |
| A Small Breather | △ | ✕ | 2.78 | 180 | Late Surger | Instant | 1.5% HP | / | / | Random Point during Late-Race | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Relax | △ | ✕ | 3.33 | 180+180 | Late Surger | Instant | 5.5% HP | / | / | Random Point during Late-Race | Late-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary |
| Be Still | △ | ◯ | 2.78 | 180 | Late Surger | Instant | 1.5% HP | / | / | 5th-9th/6th-12th Place, at Random Point during Second Half of Mid-Race | — |
| Lie in Wait | △ | ◎ | 3.33 | 180+180 | Late Surger | Instant | 5.5% HP | / | / | 5th-9th/6th-12th Place, at Random Point during Second Half of Mid-Race | — |
| Standing By | △ | ✕ | 2.78 | 180 | End Closer | Instant | 1.5% HP | / | / | Last 25% of the Pack (by Distance), at Random Point during Mid-Race | 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 | Instant | 5.5% HP | / | / | Last 25% of the Pack (by Distance), at Random Point during Mid-Race | 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 | Instant | 1.5% HP | / | / | Downhill, ≥10s after Race Start | 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 | Instant | 5.5% HP | / | / | Downhill, ≥10s after Race Start | Consistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race |
| Levelheaded | △ | △ | 2.78 | 180 | End Closer | Instant | 1.5% HP | / | / | Blocked in Front for ≥1s, ≥10s after Race Start | Getting blocked is a decently consistent condition for End Closers |
| Wait-and-See | ▲ | ✕ | 3.13 | 160 | Sprint | 3 | 1.5% HP & 0.1m/s² | / | / | 6th-9th/7th-12th Place, at Random Point during Mid-Race | Only for Late Surgers/End Closers (only King Halo for now), the extra acceleration effect is useless |
| Watchful Eye | ▲ | ✕ | 3.13 | 160 | Mile | Instant | 1.5% HP | All Umas ahead | / | 6th-9th/7th-12th Place, at Random Point during Second Half of Early-Race | Most effective Mile debuff skill, must-have for all Mile debuffers |
| Keen Eye | ▲ | ✕ | 3.75 | 160+160 | Mile | Instant | 5.5% HP | -0.2m꜀/s | / | 6th-9th/7th-12th Place, at Random Point during Second Half of Early-Race | Most effective Mile debuff skill, must-have for all Mile debuffers |
| Rosy Outlook | △ | ✕ | 3.13 | 160 | Medium | Instant | 1.5% HP | / | / | 1st-3rd Place, at Random Point in Mid-Race | Consistent recovery for Front Runners and perhaps even Pace Chasers |
| Trackblazer | △ | ✕ | 3.75 | 160+160 | Medium | Instant | 5.5% HP | / | / | 1st-3rd Place, at Random Point in Mid-Race | Consistent recovery for Front Runners and perhaps even Pace Chasers |
| Soft Step | △ | ✕ | 3.13 | 160 | Medium | Instant | 1.5% HP | / | / | Change Lanes, ≥10s after Race Start | 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 | Instant | 5.5% HP | / | / | Change Lanes, ≥10s after Race Start | 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 | Instant | 1.5% HP | / | / | Random Point on Any Straight | Inconsistent, it might be wasted on an early or late activation |
| Cooldown | △ | △ | 3.75 | 160+160 | Long | Instant | 5.5% HP | / | / | Random Point on Any Straight | Inconsistent, it might be wasted on an early or late activation |
| Extra Tank | △ | △ | 3.13 | 160 | Long | Instant | 1.5% HP | / | / | ≤30% HP Remaining | If your HP drops to zero, you're cooked anyway, no recovery can save you |
| Adrenaline Rush | △ | △ | 3.75 | 160+160 | Long | Instant | 5.5% HP | / | / | ≤30% HP Remaining | If your HP drops to zero, you're cooked anyway, no recovery can save you |
| Passing Pro | △ | △ | 3.13 | 160 | Long | Instant | 1.5% HP | / | / | Have Overtake Target, ≥5s after Race Start | Mostly consistent but activation can occur on Early-Race, diminishing its value |
| U=ma2 | △ | ✕ | 2.50 | 200 | — | 2.4 | 1.5% HP & 0.05m/s | / | / | First ⅖ of the Pack but ≥3rd Place, on Any Corner, during Second Half of the Race | 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 | — | Instant | 3.5% HP | / | / | First ⅖ of the Pack but ≥2nd Place, at Random Point during Mid-Race | 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 | — | Instant | 1.5% HP | / | / | 6th-9th/7th-12th Place, ≥1 Nearby Uma(s), on Final Corner | 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 | — | Instant | 1.5% HP | / | / | Overtake, at Last ⅗ of the Pack, during Mid-Race | 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 | — | Instant | 1.5% HP | / | / | Activate ≥2 Skills, at First 70% of the Pack but not 1st Place, during Mid-Race | 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 | — | Instant | 1.5% HP | All Umas ahead | / | Be an Overtake Target for ≥1s, at First Half of the Pack but not 1st Place, during Mid-Race | 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 |
Source: the community Umamusume skills spreadsheet (Stamina tab). Compare with the other categories or the full tier list.
