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Deep dive into new meta update

please note: this game uses a lot of RNG, there is no 100% guaranteed way to get the exact result you're looking for. Strategies will vary from trainer to trainer and there's no wrong way to run an uma if it works! These are my strategies based on my own research, I hope they work for you but they may not. Enjoy making your own track to victory!

This is a strategy guide, not a comprehensive review, see recommended resources on the home page!

How to Win at Uma

First things first: you need to know your objective. Are you trying to earn carats by unlocking the perfect ending? Are you training a future parent? Do you need a new member for team trials? While TP is limited, it's a renewable resource that regenerates everyday. You don't want to get caught up in trying to do everything at once, solve one problem at a time.

Winning the Race

For an easy win you'll want to stick to story cannon as much as possible. That means if your girl is a natural front runner for the mile with a 20% boost in speed and 10% in wit, that pretty much gives you direction on how you'd build that deck. I find the story of the URA tends to coincide pretty well with delivering extra status boosters to the area they intend for that uma.

URA stats can be lower than stats needed for winning team trials I didn't understand this at first, but essentially the threshold is for stamina is lowered by 400 points. So apply this to the stamina chart when determining minimum stamina.

Winning PVP

This is where I find you can get more creative. For team trials you want to make sure each Uma on your team has a different running style (they get point bonuses for this). Thinking outside the box can allow you to utilize their strengths in a new way. I've got guides on what I plan to do with each uma on their specific page but some common examples are running Sakura as a front runner to use her need for speed or upping nice natures wit up to turn her into the debuffer from hell (Naughty Nature).

What stats do I need?

Minimum Stamina

If you don't have the stamina you will die. Think of stamina as your HP, and every step you take is like damage taken. You can buff your way to make the damage less but if you don't have enough to withstand the onslaught you won't survive.

how does dirt factor into this?

Dirt requires an extra amount of power to push through the track (about 50-100 points). It's usually not classified as it's own race because the distances will vary - typically in URA and team trials dirt is a mile distance.

Gotta go Fast with Speed

Speed is how fast you go. The faster you go, the closer you are to winning the race. This in essence seems like it would be even simpler than stamina. But the element of power can slightly complicate this. Speed changes throughout the race based on whatever strategy you decide to go with (front runner, pace chaser, late, and end). These changes

So how does the uma figure out how fast to go? Every race has a base speed determined by the distance of the course. This is another reason I waited to explain speed after stamina. You have to hit certain stamina levels to maintain your minimum amount of speed. This will then give you the minimum stamina needed to finish certain distances for that uma. Yes you can use the chart above to ballpark your stamina, but if you wanna go coo-coo crazy and figure out the exact minimum of stamina for certain builds or races, you'll want to understand this.

BaseSpeed=20.0-(CourseDistance-2000m)/1000[m/s]

Once we have this speed we then factor in our racing strategy with the target speed. This is why planning for race distance and stamina is more important that whether or not you're a front runner. You're just not going to be execute any offense without a standard fortification. The actual formula for the target speed is still a little dizzy from spinning around in my mind. This may shock you considering how detail dense this is, I am actually despite being an adhd I am in fact good at math, something most of our kind can't say. But like only algebra, never tried calculus but I remember not liking graphs and imaginary numbers. You keep them related to something practical and I'm in. And what's more practical than loving my beautiful amazing uma princesses? Nothing I want to acknowledge exists right now. ✧˖°꒰๑'ꀾ'๑꒱°˖✧

TargetSpeed=(BaseTargetSpeed|LastSpurtSpeed)*PositionKeepCoef+ ForceInModifier+SkillModifier+SlopeModifier+MoveLaneModifier

So before I try to break that down any further lets get back to umas. Minimum speed is the absolute slowest a horse will go. This is so that if your stamina runs out at the end of the race your horse will still finish. Imagine trying to program in a disqualification because your horse just literally collapsed onto the track. It would be hilarious but a little too much realism for uma musume. Target speeds are raised by velocity. Velocity is what determines the uma's target speed. This can't go below the minimum. But also there's a limit to how much speed your horse can go because it needs to last for at least a certain amount of animation time. In the game the horses start at 3m/s and can't go any faster than 30 m/s.There is a maximum speed so you don't always need 1200 speed to win.

Using the formulas you could probably devise an exact math formula to decided on a strategic max and minimum for speed ... but i'm not sure even I love umas that much. I'll just go for this generalized understanding of what I've researched so far. So don't sue me if I'm wrong.

Power: What is speed got speedier

Power is a weird trait because it's kind of like a literary coefficient to speed. I can't say it is necessarily formulaically, my attention span was too short to finish reading into the exacts. But from what I understand from a game8 page power is important because...

  • it determines how quickly an uma can reach their top speed (accelerate)
  • it affects what position your horse takes during the race. this can trigger certain skills or statuses that could be useful.
  • if you fill it too fast before you've hit your stamina targets you could put yourself at risk of decelerating faster if you get hit by someone else's debuffs.

Acceleration is determined by the base acceleration multiplied by a few different factors mostly by power. To totally optimize your build you'll want to consider factoring in the strategy phase coefficient, the ground type proficiency modifier, and the distance proficiency modifier. So all those little green skill things. race. When you're running your base speed is BaseAccel=0.0006[m/s2]. But when you're running uphill, BaseAccel=0.0004[m/s2] instead. In the way my mind understands it, power is basically the ability to change gears to hit your best speed. And that's why it's a 3rd priority criteria in builds.

Speed and Power MINIMUMS estimates for average races

I've collected this range by averaging a couple of different sources claiming different min and max speeds, I probably should have written down all the sources when I had done it so now as I'm retyping this I can check my work... but all i have now is the answers I got which is better than nothing. One day I'll get into the weeds to really confirm this number... one day I'll look more into wit and skill triggering probabilities. With all that ado - here are the stats I aim for. Remember as a beginner, if you can't hit these numbers try to hit the ratios instead. (1000, 600, 600 is 5:3:3)

race distance speed power
sprint 800 600
mile 850 650
medium 900 600
long 750 600

wb wit and guts?

While most of the minimum stats have been build around distance, this one i tend to focus more on strategy. But here's the basics of it

Guts

this is irrelevant in the first URA, even if Tazuna tells you you need more to win the race. just hit 400 in your ult build and you're golden. But if you want to know why here is a relevant answer.See the equation below but essentially this means the higher your guts, the higher your minimum speed will be.

MinSpeed=0.85*BaseSpeed+sqrt(200.0*GutsStat)*0.001[m/s]

Wit

The more wit you have the more likely your stats will activate, but after a certain number the return on investment in points is moot. At 600 you will have a 85% chance of activating...but for 300 more points you'll only have a 90% chance of activating. It's not worth going beyond 600 really for this reason. Even a perfect 1200 will only net you a 92.5% occurrence rate. For this reason reaching my wit goal is my absolute last priority. If I'm ever hitting as high as a 600 it's because I'm using the witt maxing strategy to manage my energy levels.

Deck Builds 101

Remember - prioritize building for distance, race strategy should come in the form of skills

When I build in general I'm trying to build an uma based on the meta (intended optimal build). I do this not because I'm a crazed whale but because I am insanely invested in the story and I want to raise the uma to be their best intended style. I care them. So the first thing I'm looking at is their initial stats. Where do they have natural bonuses? What is their ult skill? Who do they naturally vibe with?

What makes a good support card?

In Dewloren's video on what makes a good stat card he refers to these 4 stats at the "4 pillars of power". These would be the 4 most important cards because they directly contribute to your ability to get more points out of training - which we know is the most efficient way to get stats in the current ura. The following percents are what are generally considered to be a "good" rate. And even if you don't have the high percents - these 4 are still the most valuable effects.

  1. specialty priority [≥50%]
  2. friendship bonus [≥30%]
  3. initial friendship gauge [≥25%]
  4. training effectiveness[≥10%]

What "could" be a strong card if used effectively

These are not as necessary but could impact how you decide to play the game. For example if your card has a lot of bonuses from running races, you know an uma who needs to hit a high fan count could benefit.

  • mood effect [≥30%] This is a risky option because if you have a bad mood it will multiply the decrease amount
  • stat or skill point bonus [2 max] Useful if you're trying to boost that specific stat in your build, not consistent
  • initial stat or skill point [≥30] Pretty useless in comparison to the rest of the stats you'll gain
  • wit friendship recovery [5 max] on wit cards only
  • event recovery [≥50%] on friend cards only, only used on rec
  • event effectiveness [≥30%] on friend cards only, only used on rec
  • failure protection [≥30%] on friend cards only
  • energy cost reduction [≥15%] on friend cards only
  • race bonus[≥10%]
  • fan bonus[≥20%]
  • hint level[≥2] useful when it's good skills
  • hint frequency[≥40%] useful when it's good skills

do not forget to look at the unique perks at the top of the card!

general deck build

The rule of thumb is as follows - try for only two stats, 3 if you're nasty. This will help you to hit higher rating and avoid spreading your resources too thin. You don't your uma being a jack of all trades master of none. It may let you survive the scenario but we want to build targeted umas.

  • 3 speeds
  • 2 stamina
  • 1 wit

this will give you a good general run for URA, it won't win you any major super umas but if you're just farming it's good enough for government work! this could be good for your "fuck it, i just need to earn some event rewards" deck build. but if you want to build for something more in-depth - here are some points to consider

  • It's smarter in general to remove that wit card and replace it with another speed or secondary stat you're training...unless one of those stats is wit
  • When it comes to long distance you'll need at least 3 stamina cards
  • For sprints and mile you can replace your two stamina cards with power cards as training power helps boost stamina some too
  • I try to avoid using the friendship card for URA - but if you really are struggling you can pop that in place of your wit

Parents 101

Inheritance Types

  • Blue Factor: Stats Highest Priority
  • Pink Factor: Strategy/ distance preference. These are useful for increasing your race score. One star triggers about 5 and 3 stars 21.If you want to build a character who has a lower rating in a skill youll need more stars. The basic math according to games8 is about one grade for every 3 stars total.
  • Green Factor: Fixed Skill
  • White Factor: Race/ Skill

When I build parents, grandparents or even great grandparents (i know i'm insane). I like to start by thinking about what will give my honse the best advantage. If you could add in an extra 100-250 stat points on one skill without training it what would it be? If you can build a solid 9 star that's what you'll earn after 3 URA turns. What aptitudes could you improve to boost your strategy? That determines your pink. If the stats I need are already A rank I'll either choose to boost their rank up to S or go for boosting turf for a slight stat increase.

When it comes to white skills I like to start building those right away with my earliest possible generation. You'll find it's much easier to grind for a good parent when you only have to beat the odds to get a good blue factor. Start with building solid white skills from the beginning and you'll have a much easier time of building a reliable uma. Picking the skills I need depends on what type of race and racer I'm building. For champions meets I'll try to look at the track for picking relevant skills. Also doesn't hurt to win a few g1 race sparks to boost your uma.

I live, breathe, and worship at the alter of game tora and recommend you use this site if you're ever confused about what a skill does or how to get it.

URA

For each uma on the main page I've started drafted out ideal strategies based on what races they have to run/my goals. So if you're looking for specific maps to follow for each uma that's the best place to start. However I find some general tips will help you when rng inevitably leads things off the trusted and true trail.

Objectives by year

junior Evenly maxing out your friendship gauge to orange with all umas. Hopefully, when building a deck you are prioritizing umas with good training and friendship bonuses - but if any uma doesn't provide that (or you have a bad mood and they have a mood effect multiplier) then you can put them as a lower priority. I will also try to level up my training facilities in speed or stamina to at least level 2.

classic this is where i prioritize building up their stats to the minimum levels i listed above. I mostly focus on stamina and speed, the other traits aren't as necessary. I may also prioritize power for my shorter distance umas. I mostly try to keep to those two trainings in order to also build up my training facility levels - the higher the level the more points you earn.

senior this is my last chance to make sure i've hit my bases - i'm usually in a more comfortable space at this point in the run so i can choose to spend a turn trying to collect a skill when i see an exclamation mark. I may also run races to get more fans or a coveted g1 spark. I like to make sure that by the end of senior year I'm back at full energy so i can spend my last 3 turns of the URA finals getting stats.

Skills

I'm giving this section it's own space to explain skill types, overall good and bad skills, and how I prioritize.

race mechanics and skills

Compatibility Skills

I like to prioritize distance and track over style since I typically and building umas for a certain track type for CM and TT.

Skill Types

Blue Skills: Recovery skills

Green Skills: Performance enhancers based on race settings

When I select green skills I need to factor in my my maximums for skill points. For example a +60 to speed may not actually help you anymore. I will purchase them only if required to meet my build's needs. If not I don't get them. One day I'll properly list out for myself a cheat sheet for what each race and weather types do but that's a later gelsey's task to handle.

Orange skills: Navigation and maneuvering based skills

So there's a variety of orange skills. We've got velocity which increases target speed this looks like the uma in a circle. Acceleration or the one with the uma sprinkling fairy dust behind it is what gets us to switch up our target speed as strategically needed. Navigation which impact your lane movement speed.There are two slow start recovery skills in this current game (half anniv. global) and only necessary if getting to the front at the first part of the race is important to your strategy. We also have observation skills which increase the field of view or impacting the ability to change lanes. I would really only update it if there was nothing else to spend stats on more likely as an end or late strategy.

Red Skills: Debuff Skills

These are debuff skills that I will only put on if the uma is a specific debuffer or if I have leftover skill points and it benefits my current build's strategy. My thought process is that if you're going to build a debuffer you should try to slow them down at least four times to be effective. Why four? There are four phases in the race. Like I said I prioritize distance in my builds. So if I know each part of the race has 4 phases, I will win if I can be in the front of my pack in that strategy. They don't all have to happen in different strategies in the actual race, because maybe your skill can be triggered by being in the front or the back of the pack. But i figure if I can get at least 1 debuff to help me out in each section, I'd have a decent shot at winning. I again, one day I'll actually do math to confirm this, I have yet to prove this theory statistically, and I probably will be too lazy to ever do it. But 4 seems reasonable enough. Because of this I put red skills just below required green skills.

Remember these skills can be activated by your team mates doing something (Like blocking you or when you pass one of them) but they're not going to get slowed down or lose stamina by them at all. Your team mates are your gay rival partners. And nothing will ever come between your uma yuri plot relevancy. So having a debuffer will never end up hurting yourself. In case you ever worried about that...which I did.

Sources:

parting tips

never rest on late dec - the new years event always gives you a boost of energy if you need it

always do daily races in pvp even if you can't win - you'll still earn that good daily reward you need

Learn more from my favorite sources!

@Dewloren0