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Competitive

Umamusume Skill Tier List

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

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

Speed skills

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

111 skills →

Accel skills

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

43 skills →

Other 🟧 skills

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

25 skills →

Stamina skills

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

49 skills →

Debuff skills

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

27 skills →

Greens skills

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

34 skills →
Also check out

Umamusume Support Card Tier List

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

→

Every skill, ranked

SkillTT rankCM rankScore/SPBase costDistance / run styleWhy
[Run Style] Corners ◯◎⍟3.85130[Run Style]Cheap and consistent, they are must-haves
[Run Style] Straightaways ◯◎⍟3.85130[Run Style]Cheap and consistent, they are must-haves
[Distance] Corners ◯◎⍟5.00100[Distance]Cheap and consistent, they are must-haves
[Distance] Straightaways ◯◎⍟5.00100[Distance]Cheap and consistent, they are must-haves
Uma Stan◎◎3.13160—Best speed skill on longer tracks for non-Front-Runners, can help to release PDM on some longer tracks
Super Stan◎◎3.75160+160—Best speed skill on longer tracks for non-Front-Runners, can help to release PDM on some longer tracks
Tail Held High◎◎5.00100—Cheap and consistent, though note the condition of requiring 3 skill activations before acquiring it
Slipstream◎◎3.13160—Consistent and facilitates overtaking when activated
Playtime's Over!◎◎3.13160—Consistent and improves Uma's capacity to maintain her placement
Burning Spirit GUTS◎◎3.00200+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◎◎2.78180Front RunnerConsistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race
Escape Artist◎◎3.33180+180Front RunnerConsistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race
1,500,000 CC◎◎4.17120Late SurgerCheap and consistent
15,000,000 CC◎◎5.00120+120Late SurgerCheap and consistent
Mile Maven◎✕3.75160+160MileMostly consistent but activation occurs during Early-Race where Uma may not have hit top speed, making target speed boosts obsolete (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed). Additionally, the skill may pick a point prior to the 5 seconds needed after the race starts to activate, making it proc inconsistently too
Unyielding Spirit◎✕4.17120MileCheap and consistent
Big-Sisterly◎✕5.00120+120MileCheap and consistent
Corner Recovery ◯◎◎2.94170—Consistent and effective recovery
Swinging Maestro◎◎3.53170+170—Consistent and effective recovery
Preferred Position◎◯2.78180Pace ChaserConsistent and effective recovery
Race Planner◎◎3.33180+180Pace ChaserConsistent and effective recovery
Hydrate◎◯2.78180Pace ChaserConsistent and effective recovery
Gourmand◎◎3.33180+180Pace ChaserConsistent and effective recovery
Ignited Spirit PWR◎◎2.50200—It's like a weaker but universal Slick Surge/On Your Left!
Burning Spirit PWR◎◎3.00200+200—It's like a weaker but universal Slick Surge/On Your Left!
Early Lead◎⍟4.17120Front RunnerNecessary skill for all Front Runners
Taking the Lead◎⍟5.00120+120Front RunnerNecessary skill for all Front Runners
Focus◎▲3.57140—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◎▲4.29140+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◎◎3.85130—Random Point in Late-Race
Subdued [Run Style]s◎◎3.85130—Random Point in Early-Race, ≥5 after Race Start
Flustered [Run Style]s◎◎3.85130—Random Point in Mid-Race
Trick (Front)◎◎—140—First Half of the Pack, ≥1 "Rushed" Uma behind
Tantalizing Trick◎◎4.29140+140—First Half of the Pack, ≥1 "Rushed" Uma behind
Trick (Rear)◎◎3.57140—2nd-9th/12th Place, ≥1 "Rushed" Uma ahead
Sharp Gaze◎◎2.78180Late SurgerLast Half of the Pack, at Random Point during Late-Race
All-Seeing Eyes◎◎3.33180+180Late SurgerLast Half of the Pack, at Random Point during Late-Race
Tether◎✕3.13160MediumLast Half of the Pack, at Random Point during Late-Race
Dominator◎✕3.75160+160MediumLast Half of the Pack, at Random Point during Late-Race
Murmur◎✕3.13160MediumBlocked in Front for ≥1s, during Mid-Race
Mystifying Murmur◎✕3.75160+160MediumBlocked in Front for ≥1s, during Mid-Race
Stamina Siphon◎◎3.75160+160Long≥5th Place, at Random Point in Mid-Race
Lone Wolf◎◎7.1470—Easy to proc, you either benefit (you proc) or make it even (you prevent someone else's from proc'ing)
[Run Style] Savvy ◯◎◯4.55110[Run Style]Consistent activation, FoV buff is useful for Nice Nature's All-Seeing Eyes
Professor of Curvature◯◯3.33180+180—Consistent, but expensive Rare ver. has greater speed boost making it more worth to acquire
Beeline Burst◯◯3.53170+170—Consistent
It's On!◯◯3.53170+170—Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over!
In Body and Mind◯◯3.53170+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◯◎2.50200—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◯◯2.78180Late SurgerConsistent
Fast & Furious◯◎3.33180+180Late SurgerConsistent
Outer Swell◯◎2.78180Late SurgerSomewhat consistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Rising Dragon◯◎3.33180+180Late SurgerSomewhat consistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Productive Plan◯✕3.13160MileMostly consistent but activation occurs during Early-Race where Uma may not have hit top speed, making target speed boosts obsolete (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed). Additionally, the skill may pick a point prior to the 5 seconds needed after the race starts to activate, making it proc inconsistently too
Shifting Gears◯✕3.13160MileConsistent
Changing Gears◯✕3.75160+160MileConsistent
Up-Tempo◯✕3.13160MediumConsistent
Killer Tunes◯✕3.75160+160MediumConsistent
Nimble Navigator◯◎3.33150—Strong accel but rng-dependent
No Stopping Me!◯◎4.00150+150—Strong accel but rng-dependent
Head-On◯⍟2.78180Pace ChaserPace Chaser ver. of Slick Surge
Slick Surge◯⍟2.78180Late SurgerGood but inconsistently effective accel
On Your Left!◯⍟3.33180+180Late SurgerGood but inconsistently effective accel
Updrafters◯✕3.13160MileGood but inconsistently effective accel for Lates/Ends in Mile
Furious Feat◯✕3.75160+160MileGood but inconsistently effective accel for Lates/Ends in Mile
Frenzied [Run Style]s◯◎3.85130—[Run Style] is "Rushed"
Stamina Eater◯◎3.13160Long≥5th Place, at Random Point in Mid-Race
[Rotation]-Handed ◯◯◎5.5690—Speed stat increase is significant
[Season] Runner ◯◯◎5.5690—Speed stat increase is significant
Standard Distance ◯◯◎5.5690—Stamina stat increase is good but not completely necessary unless you're short of stamina
Non-Standard Distance ◯◯◎5.5690—Stamina stat increase is good but not completely necessary unless you're short of stamina
Gap Closer▲▲3.13160SprintDecent for Sprint Late Surgers/End Closers (only King Halo for now)
Blinding Flash▲▲3.75160+160SprintDecent for Sprint Late Surgers/End Closers (only King Halo for now)
Wait-and-See▲✕3.13160SprintOnly for Late Surgers/End Closers (only King Halo for now), the extra acceleration effect is useless
Watchful Eye▲✕3.13160MileMost effective Mile debuff skill, must-have for all Mile debuffers
Keen Eye▲✕3.75160+160MileMost effective Mile debuff skill, must-have for all Mile debuffers
Red Shift/LP1211-M▲✕2.50200—Powerful accel for Fronts/Paces, especially on tracks where Last Spurt Mode begins slightly before or on the Final Corner
Shooting for Victory!▲◎2.50200—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!▲◎2.50200—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▲◎2.50200—Strongest accel for Fronts on tracks where Last Spurt Mode begins on a Corner
Condor's Fury▲✕2.50200—Powerful accel for Lates/Ends, especially on tracks where Last Spurt Mode begins slightly before or on the Final Corner
Runaway▲▲6.00200Front RunnerDependent on what you want/need
[Run Style] Corners ◎△⍟1.85130+140[Run Style]Cheap and consistent, they are must-haves
[Run Style] Straightaways ◎△⍟1.85130+140[Run Style]Cheap and consistent, they are must-haves
[Distance] Corners ◎△⍟2.38100+110[Distance]Cheap and consistent, they are must-haves
[Distance] Straightaways ◎△⍟2.38100+110[Distance]Cheap and consistent, they are must-haves
Corner Adept ◯△△2.78180—Consistent, but expensive Rare ver. has greater speed boost making it more worth to acquire
Straightaway Adept△△2.94170—Consistent
Ramp Up△△2.94170—Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over!
Homestretch Haste△△2.94170—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△△2.50200—1.8s isn't very long and it costs 200 base SP
Burning Spirit SPD△△3.00200+200—1.8s isn't very long and it costs 200 base SP
Leader's Pride△◎2.78180Front RunnerInconsistent activation during Early-Race where overtaking doesn't happen frequently or consistently, consistency is directly proportional to track distance
Prepared to Pass△△2.78180Pace ChaserConsistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Speed Star△△3.33180+180Pace ChaserConsistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Early Start△△2.78180End CloserVery small speed boost, but it can unlock Pace-down Mode for a good amount of time so it isn't totally useless
Steadfast△✕3.13160MediumEssentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational
Unyielding△✕3.75160+160MediumEssentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational
All I've Got△✕3.13160MediumOther than a few 2400m tracks, most Medium tracks have their Last Spurt Modes activate on a Corner, so this skill acts as a better Homestretch Haste/In Body and Mind
Come What May△✕3.75160+160MediumOther than a few 2400m tracks, most Medium tracks have their Last Spurt Modes activate on a Corner, so this skill acts as a better Homestretch Haste/In Body and Mind
Inside Scoop△✕3.13160LongSomewhat consistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Innate Experience△✕3.75160+160LongSomewhat consistent but Target Speed boost during Final Corners are only useful if Uma will enter Last Spurt Mode in a few seconds/has already entered Last Spurt Mode. Otherwise, boosting Target Speed right when Uma enters Last Spurt Mode renders it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Keeping the Lead△△3.13160Long2.5m lead is somewhat possible in a Long race but still not the most consistent
Vanguard Spirit△△3.75160+160Long2.5m lead is somewhat possible in a Long race but still not the most consistent
Pressure△✕3.13160LongOvertakes and consequently, Target Speed boost is likely to occur toward the beginning of Last Spurt Mode, rendering it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Overwhelming Pressure△✕3.75160+160LongOvertakes and consequently, Target Speed boost is likely to occur toward the beginning of Last Spurt Mode, rendering it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed)
Top Pick△✕2.78180DirtShould have a consistent activation and is helpful for maintaining/securing/fighting for the lead
Trending in the Charts!△✕3.33180+180DirtShould have a consistent activation and is helpful for maintaining/securing/fighting for the lead
Certain Victory△◎2.50200—Identical to OG Teio's unique with slightly looser conditions
Legacy of the Strong△△2.50200—Effects aren't bad but inconsistent activation
Shooting Star△◯2.50200—Consistent activation, but weak effect
The View from the Lead is Mine!△△2.50200—Somewhat consistent activation for Front Runners, but weak effect
Sky-High Teio Step△◎2.50200—Mostly consistent for non-Front-Runners, with strong effect
Triumphant Pulse△◎2.50200—Consistent for non-Front-Runners, with strong effect
Anchors Aweigh!△✕2.50200—Consistent for Late Surgers/End Closers but minimal effect
Resplendent Red Ace△▲2.50200—Accel can come in handy occasionally but still very situational and slightly unreliable
Where There's a Will, There's a Way△△2.50200—Decent speed skill option for non-Front-Runners
The Duty of Dignity Calls△◯2.50200—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 ☆△◎2.50200—Activation is mostly consistent, some tracks benefit from a Last Straight accel
This Dance Is for Vittoria!△◯2.50200—Fairly consistent activation but Final Corner Target Speed boost could be inconsistent
Behold Thine Emperor's Divine Might△◎2.50200—Consistent for non-Front-Runners, with strong effect
Blazing Pride△◯2.50200—Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Late Surgers
∴win Q.E.D.△◯2.50200—Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Front Runners
Flashy☆Landing△◯2.50200—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△△2.50200—Consistent, but weak effect
Our Ticket to Win!△△2.50200—Side block on Last Straight is rare, weak effect as well makes it not worth getting
Just a Little Farther!△✕2.50200—Fairly consistent, but also weak
#LookatCurren△△2.50200—Slightly consistent but effect is really weak since it usually activates at Mid-Race
Nemesis△◯2.50200—Consistent for Late Surgers/End Closers but effect is weak
SPARKLY☆STARDOM△▲2.50200—Mostly consistent for most Front Runners and helps them maintain their lead
Shadow Break△◯2.50200—Should be consistent but effect isn't great enough to be used over other similar uniques
Eternal Moments△△2.50200—Fairly consistent for non-Front-Runners, but the effect is weak
Flowery☆Maneuver△▲2.50200—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!△△2.50200—Decent Last Straight speed skill for Late Surgers or End Closers
Lights of Vaudeville△◯2.50200—Consistent activation but effectiveness depends on track
A Kiss for Courage△△2.50200—Varying effectiveness depending on track but can be strong with Triple 7s activation
I Never Goof Up!△◯2.50200—Good effect but rng and track dependent
Bountiful Harvest△△2.50200—Consistent but relatively weak
YUMMY☆SPEED!△✕2.50200—Unfortunate timing at 60% of the Race makes this skill's acceleration practically useless
OMG! (゚∀゚) The Final Sprint! ☆△△2.50200—Generally, when you overtake in Late-Race, you're still accelerating, so a Target Speed skill wouldn't be effective
Give Mummy a Hug ♡△◯2.50200—Good accel for tracks that have their Last Spurt Mode begin on/near a Last Straight
Chasing After You△△2.50200—Very weak effect but can be used as a debuff
Arrows Whistle, Shadows Disperse△◯2.50200—Consistent, but weak effect
Pop & Polish△◯2.50200—Consistent, but weak effect
Presents from X△△2.50200—Consistent, but weak effect
Festive Miracle△◯2.50200—Strong on some tracks where Triple 7s can proc before the Last Spurt
Fairy Tale△△2.50200—Strong on some tracks where Triple 7s can proc before the Last Spurt
Straightaway Recovery△△2.94170—Inconsistent, it might be wasted on an early or late activation
Breath of Fresh Air△△3.53170+170—Inconsistent, it might be wasted on an early or late activation
Lay Low△✕3.13160—Might proc in Early-Race which might overflow HP
Iron Will△✕3.75160+160—Might proc in Early-Race which might overflow HP
Pace Strategy△✕2.94170—Being overtaken is an inconsistent condition More suitable on long, backline Run Styles
Indomitable△✕3.53170+170—Being overtaken is an inconsistent condition More suitable on long, backline Run Styles
Triple 7s△▲3.13160—Consistent, but only effective on <2400m tracks, useful for some Uma that rely on Stamina skill procs
Shake It Out△✕5.00100—Late-Race recovery is ineffective consider acquiring it only for Team Trials because it's very cheap
Ignited Spirit STA△△2.50200—Definitely an option but it costs more than a usual skill (at 200 base SP)
Burning Spirit STA△△3.00200+200—Definitely an option but it costs more than a usual skill (at 200 base SP)
Moxie△◯2.78180Front RunnerConsistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race
Restless△△3.33180+180Front RunnerConsistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race
Stamina to Spare△◯2.78180Pace ChaserStamina to Spare is okay as its recovery is unlikely to overflow (making it a decent choice), but Calm and Collected may recover too much in a few situations (making it less consistent)
Calm and Collected△◎3.33180+180Pace ChaserStamina to Spare is okay as its recovery is unlikely to overflow (making it a decent choice), but Calm and Collected may recover too much in a few situations (making it less consistent)
A Small Breather△✕2.78180Late SurgerLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Relax△✕3.33180+180Late SurgerLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Be Still△◯2.78180Late SurgerLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Lie in Wait△◎3.33180+180Late SurgerLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Standing By△✕2.78180End CloserSomewhat consistent, but may be undesirable for well-built End Closers since they can probably reach positions above 75% by distance and hence, not activate this skill
Sleeping Lion△✕3.33180+180End CloserSomewhat consistent, but may be undesirable for well-built End Closers since they can probably reach positions above 75% by distance and hence, not activate this skill
After-School Stroll△✕2.94170End CloserConsistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race
Go-Home Specialist△✕3.53170+170End CloserConsistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race
Levelheaded△△2.78180End CloserGetting blocked is a decently consistent condition for End Closers
Rosy Outlook△✕3.13160MediumConsistent recovery for Front Runners and perhaps even Pace Chasers
Trackblazer△✕3.75160+160MediumConsistent recovery for Front Runners and perhaps even Pace Chasers
Soft Step△✕3.13160MediumConsistent but effect isn't that strong Rare ver. is actually worse as this tends to activate early on and the 5.5% recovery could overflow
Miraculous Step△✕3.75160+160MediumConsistent but effect isn't that strong Rare ver. is actually worse as this tends to activate early on and the 5.5% recovery could overflow
Deep Breaths△△3.13160LongInconsistent, it might be wasted on an early or late activation
Cooldown△△3.75160+160LongInconsistent, it might be wasted on an early or late activation
Extra Tank△△3.13160LongIf your HP drops to zero, you're cooked anyway, no recovery can save you
Adrenaline Rush△△3.75160+160LongIf your HP drops to zero, you're cooked anyway, no recovery can save you
Passing Pro△△3.13160LongMostly consistent but activation can occur on Early-Race, diminishing its value
U=ma2△✕2.50200—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△△2.50200—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△✕2.50200—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△△2.50200—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△✕2.50200—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△✕2.50200—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 ◯△✕2.78180—Acceleration on the Corner 1/First Corner of any track is useless
Corner Connoisseur△✕3.33180+180—Acceleration on the Corner 1/First Corner of any track is useless
Straightaway Acceleration△✕2.94170—Random straight activations are too inconsistent to be effective
Rushing Gale!△✕3.53170+170—Random straight activations are too inconsistent to be effective
Highlander△◎3.13160—Very powerful on tracks with Uphills right before/as Last Spurt Mode begins
Groundwork△▲5.00100—For Front Runners only, use with 3 Early-Race skills like Focus/Concentration+Green Skills
Final Push△✕2.78180Front RunnerBeing in 1st isn't completely consistent, but it's a rare skill that can be useful on tracks where your Uma enters Last Spurt Mode slightly after where the Final Corner begins/right at where the Final Corner is
Unrestrained△✕3.33180+180Front RunnerBeing in 1st isn't completely consistent, but it's a rare skill that can be useful on tracks where your Uma enters Last Spurt Mode slightly after where the Final Corner begins/right at where the Final Corner is
Shrewd Step△✕4.17120Pace ChaserCheap and consistent activation, but useless Mid-Race accel
Technician△✕5.00120+120Pace ChaserCheap and consistent activation, but useless Mid-Race accel
Straight Descent△⍟4.17120Pace ChaserVery powerful on tracks with Downhills right before/as Last Spurt Mode begins
Determined Descent△⍟5.00120+120Pace ChaserVery powerful on tracks with Downhills right before/as Last Spurt Mode begins
Tactical Tweak△✕4.17120Pace ChaserCheap and consistent activation, but useless Mid-Race accel
Shatterproof△✕5.00120+120Pace ChaserCheap and consistent activation, but useless Mid-Race accel
Fighter△✕4.17120Late SurgerCheap and consistent activation but useless Mid-Race accel
Hard Worker△✕5.00120+120Late SurgerCheap and consistent activation but useless Mid-Race accel
Straightaway Spurt△⍟2.78180End CloserVery powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight
Encroaching Shadow△⍟3.33180+180End CloserVery powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight
Sprinting Gear△✕3.13160SprintRandom straight activations are almost always useless
Turbo Sprint△✕3.75160+160SprintRandom straight activations are almost always useless
Countermeasure△✕3.13160SprintGamble accel, if it procs right before Mid-Race ends it'll be effective
Plan X△✕3.75160+160SprintGamble accel, if it procs right before Mid-Race ends it'll be effective
Acceleration△✕3.13160MileFairly consistent but Mid-Race accel is useless
Step on the Gas!△✕3.75160+160MileFairly consistent but Mid-Race accel is useless
KEEP IT REAL.△✕2.50200—Mostly useless accel but consistent activation
Moving Past, and Beyond△✕2.50200—Mostly useless accel but consistent activation
Prudent Positioning△▲4.17120—Use with Dodging Danger for a very powerful Early-Race burst of speed (Front Runner only)
Center Stage△✕5.00120+120—Never use for Front-Runners that want to run the Dodging Danger tech
Go with the Flow△✕4.17120—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△✕5.00120+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△▲2.50200—Use with Dodging Danger for a very powerful Early-Race burst of speed (Front Runner only)
Burning Spirit WIT△✕3.00200+200—Never use for Front-Runners that want to run the Dodging Danger tech
Dodging Danger△⍟4.55110Front RunnerUse with Prudent Positioning/Ignition Spirit WIT for a very powerful Early-Race burst of speed (Front Runner only)
Sixth Sense△✕5.45110+110Front RunnerNever use for Front-Runners that want to run the "Prudent Positioning" + "Dodging Danger" combo
Meticulous Measures△✕3.57140SprintRandom non-Early-Race Lane Movement Speed for non-Front-Runners are useless There is no need for any additional acceleration (unless it's toward the very end which is very RNG-dependent) Take only because they are very cheap and if you have no other options
Perfect Prep!△✕4.29140+140SprintRandom non-Early-Race Lane Movement Speed for non-Front-Runners are useless There is no need for any additional acceleration (unless it's toward the very end which is very RNG-dependent) Take only because they are very cheap and if you have no other options
Thunderbolt Step△✕3.57140MediumRandom non-Early-Race Lane Movement Speed for non-Front-Runners are useless There is no need for any additional acceleration (unless it's toward the very end which is very RNG-dependent) Take only because they are very cheap and if you have no other options
Lightning Step△✕4.29140+140MediumRandom non-Early-Race Lane Movement Speed for non-Front-Runners are useless There is no need for any additional acceleration (unless it's toward the very end which is very RNG-dependent) Take only because they are very cheap and if you have no other options
Forward, March!△✕3.57140DirtVery good Dirt accel skill disguised as a lane movement speed skill
Lead the Charge!△✕4.29140+140DirtVery good Dirt accel skill disguised as a lane movement speed skill
Studious△✕4.17120Late SurgerExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
The Bigger Picture△✕5.00120+120Late SurgerExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
I Can See Right Through You△✕4.55110End CloserExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
The Coast Is Clear!△✕5.45110+110End CloserExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Strategist△✕4.55110End CloserExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Crusader△✕5.45110+110End CloserExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Hawkeye△✕4.55110MediumExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Clairvoyance△✕5.45110+110MediumExtra FoV is mostly useless Take only because they are very cheap and if you have no other options
Disorient△△4.55110Pace ChaserFirst Half of the Pack, at Random Point during Late-Race
Dazzling Disorientation△△5.45110+110Pace ChaserFirst Half of the Pack, at Random Point during Late-Race
Intense Gaze△◯2.78180End CloserNot 1st Place, at Random Point during Late-Race
Intimidate△✕2.94170SprintFirst Half of the Pack, at Random Point in Early-Race, ≥5s after Race Start
Adored by All△✕3.53170+170SprintFirst Half of the Pack, at Random Point in Early-Race, ≥5s after Race Start
Speed Eater△✕3.13160Mile1st-3rd Place, at Random Point during Mid-Race
Smoke Screen△△4.55110LongRandom Point in Late-Race
Illusionist△△5.45110+110LongRandom Point in Late-Race
[Location] Racecourse ◯△◎5.5690—Stamina stat increase is good but not completely necessary unless you're short of stamina
[Ground Condition] Conditions ◯△◎5.5690—Power Stat increase is decent but low priority
[Weather] Days ◯△△5.5690—Guts is extremely unimportant, only take it you really need to
[Run Style] Savvy ◎△▲2.08110+130[Run Style]Consistent activation, FoV buff is useful for Nice Nature's All-Seeing Eyes
Risky Business✕✕4.17120—This skill can completely kill your stamina, it's definitely not worth it unless you're trying to do some niche strat
Masterful Gambit✕✕2.78180End CloserExtremely inconsistent, borderline impossible to activate as your Uma should already be at least within top 75% (by distance) of the pack by the time the Mid-Race ends
Sturm und Drang✕✕3.33180+180End CloserExtremely inconsistent, borderline impossible to activate as your Uma should already be at least within top 75% (by distance) of the pack by the time the Mid-Race ends
Huge Lead✕✕2.94170Sprint12.5m lead is highly unfeasible, this skill will almost never activate
Staggering Lead✕✕3.53170+170Sprint12.5m lead is highly unfeasible, this skill will almost never activate
Cut and Drive!✕✕2.50200—Not the most consistent, and also a weak effect, not worth taking
G00 1st. F∞;✕△2.50200—0.15m/s but has two additional checks (for Start Delay and Rushed)
Genius x Bakushin = Victory✕△2.50200—Fairly consistent, but also weak
I See Victory in My Future!✕✕2.50200—Front Block condition is downright horrible
Prideful King✕✕2.50200—Extremely inconsistent, if not totally impossible to even activate in any distance but Sprint
Schwarzes Schwert✕△2.50200—0.15m/s but requires two additional checks (for Start Delay and Rushed)
A Princess Must Seize Victory!✕✕2.50200—Side block condition on the Last Straight is quite strict and difficult to proc
Dancing in the Leaves✕✕2.50200—Side Block isn't consistent, effect isn't outstanding either
Calm in a Crowd✕✕2.94170—Almost impossible to be boxed in on all sides in CM
Unruffled✕✕3.53170+170—Almost impossible to be boxed in on all sides in CM
Second Wind✕✕2.78180Front RunnerExpensive and impossible to activate on Front Runners, plus, Mid-Race acceleration is useless
Restart✕✕3.85130Front RunnerLast Half of the Pack, at Random Point during Early-Race, ≥5s after Race Start
Stop Right There!✕✕2.94170SprintLast Half of the Pack, at Random Point during Early-Race, ≥5s after Race Start
Opening Gambit✕✕3.13160MileLast Half of the Pack, at Random Point during Early-Race, ≥3s after Race Start
Battle Formation✕✕3.75160+160MileLast Half of the Pack, at Random Point during Early-Race, ≥3s after Race Start
[Rotation]-Handed ◎✕◎2.5090+110—Speed stat increase is significant
[Season] Runner ◎✕◎2.5090+110—Speed stat increase is significant
Fall Frenzy✕✕3.6490+110+130—Take only on Autumn CMs
Outer Post Proficiency ◯✕✕5.5690—Post Numbers 6-8 is inconsistent
Outer Post Proficiency ◎✕✕2.5090+110—Post Numbers 6-8 is inconsistent
Maverick ◯✕✕5.5690—Very rare to have no Umas use your run style
Maverick ◎✕✕2.5090+110—Very rare to have no Umas use your run style
Long Shot ◯✕✕5.5690—Popularity-dependent skills are inconsistent
Long Shot ◎✕✕2.5090+110—Popularity-dependent skills are inconsistent
Sympathy✕▲7.1470—Practically impossible to proc
[Location] Racecourse ◎✕◎2.5090+110—Stamina stat increase is good but not completely necessary unless you're short of stamina
Yodo Invicta✕✕3.6490+110+130—Stamina stat increase is good but not completely necessary unless you're short of stamina
Standard Distance ◎✕◎2.5090+110—Stamina stat increase is good but not completely necessary unless you're short of stamina
Non-Standard Distance ◎✕◎2.5090+110—Stamina stat increase is good but not completely necessary unless you're short of stamina
[Ground Condition] Conditions ◎✕◎2.5090+110—Power Stat increase is decent but low priority
Competitive Spirit ◯✕✕5.5690—It's unlikely for 40% of the lobby to use the same run style as you
Competitive Spirit ◎✕✕2.5090+110—It's unlikely for 40% of the lobby to use the same run style as you
[Weather] Days ◎✕△2.5090+110—Guts is extremely unimportant, only take it you really need to
Target in Sight ◯✕✕5.5690—Guts is extremely unimportant, only take it you really need to
Target in Sight ◎✕✕2.5090+110—Guts is extremely unimportant, only take it you really need to
Inner Post Proficiency ◯✕✕5.5690—Post Numbers 1-3 is inconsistent
Inner Post Proficiency ◎✕✕2.5090+110—Post Numbers 1-3 is inconsistent
Lucky Seven✕✕4.55110—Inconsistent, even more so than the Post Proficiency skills
Super Lucky Seven✕✕5.45110+110—Inconsistent, even more so than the Post Proficiency skills
Effect glossary
m/s
Target Speed
m꜀/s
Current Speed
mₗ/s
Lateral Speed
m/s²
Acceleration
HP
HP / Stamina
FoV
Vision

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

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