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Skills

Umamusume Stamina Skills

49 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. 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.

SkillTT rankCM rankScore/SPBase costDist / styleDurationEffectEffect targetPreconditionConditionWhy
Corner Recovery ◯◎◎2.94170—Instant1.5% HP//Random Point on Corner 1 If Corner 1 does not exist, then First Corner (2/3/4) insteadConsistent and effective recovery
Swinging Maestro◎◎3.53170+170—Instant5.5% HP//Random Point on Corner 1 If Corner 1 does not exist, then First Corner (2/3/4) insteadConsistent and effective recovery
Straightaway Recovery△△2.94170—Instant1.5% HP//Random Point on Any StraightInconsistent, it might be wasted on an early or late activation
Breath of Fresh Air△△3.53170+170—Instant5.5% HP//Random Point on Any StraightInconsistent, it might be wasted on an early or late activation
Lay Low△✕3.13160—Instant1.5% HP//Blocked in Front for ≥1s, during Early-Race or Mid-Race, ≥5s after Race StartMight proc in Early-Race which might overflow HP
Iron Will△✕3.75160+160—Instant5.5% HP//Blocked in Front for ≥1s, during Early-Race or Mid-Race, ≥5s after Race StartMight proc in Early-Race which might overflow HP
Pace Strategy△✕2.94170—Instant1.5% HP//Be overtaken, during Mid-RaceBeing overtaken is an inconsistent condition More suitable on long, backline Run Styles
Indomitable△✕3.53170+170—Instant5.5% HP//Be overtaken, during Mid-RaceBeing overtaken is an inconsistent condition More suitable on long, backline Run Styles
Calm in a Crowd✕✕2.94170—Instant1.5% HP//Surrounded, during Mid-RaceAlmost impossible to be boxed in on all sides in CM
Unruffled✕✕3.53170+170—Instant5.5% HP//Surrounded, during Mid-RaceAlmost impossible to be boxed in on all sides in CM
Triple 7s△▲3.13160—Instant1.5% HP//Activates 777m before Race EndConsistent, but only effective on <2400m tracks, useful for some Uma that rely on Stamina skill procs
Shake It Out△✕5.00100—Instant1.5% HP//≥3 Skill Activations during Late-Race and beyondLate-Race recovery is ineffective consider acquiring it only for Team Trials because it's very cheap
Ignited Spirit STA△△2.50200—Instant1.5% HP//Random Point during Mid-RaceDefinitely an option but it costs more than a usual skill (at 200 base SP)
Burning Spirit STA△△3.00200+200—Instant5.5% HP//Random Point during Mid-RaceDefinitely an option but it costs more than a usual skill (at 200 base SP)
Moxie△◯2.78180Front RunnerInstant1.5% HP//Uphill, ≥10s after Race StartConsistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race
Restless△△3.33180+180Front RunnerInstant5.5% HP//Uphill, ≥10s after Race StartConsistent activation but recovery can be useless when the uphill is located at anywhere other than Mid-Race
Stamina to Spare△◯2.78180Pace ChaserInstant1.5% HP//First Half of the Pack, at a Random Point during Second Half of Early-RaceStamina 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 ChaserInstant5.5% HP//First Half of the Pack, at a Random Point during Second Half of Early-RaceStamina 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◎◯2.78180Pace ChaserInstant1.5% HP//First Half of the Pack, at a Random Point during Mid-RaceConsistent and effective recovery
Race Planner◎◎3.33180+180Pace ChaserInstant5.5% HP//First Half of the Pack, at a Random Point during Mid-RaceConsistent and effective recovery
Hydrate◎◯2.78180Pace ChaserInstant1.5% HP//Random Point during Mid-RaceConsistent and effective recovery
Gourmand◎◎3.33180+180Pace ChaserInstant5.5% HP//Random Point during Mid-RaceConsistent and effective recovery
A Small Breather△✕2.78180Late SurgerInstant1.5% HP//Random Point during Late-RaceLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Relax△✕3.33180+180Late SurgerInstant5.5% HP//Random Point during Late-RaceLate-Race recovery is ineffective, Last Spurt recalculation isn't added until 1st Year Anniversary
Be Still△◯2.78180Late SurgerInstant1.5% HP//5th-9th/6th-12th Place, at Random Point during Second Half of Mid-Race—
Lie in Wait△◎3.33180+180Late SurgerInstant5.5% HP//5th-9th/6th-12th Place, at Random Point during Second Half of Mid-Race—
Standing By△✕2.78180End CloserInstant1.5% HP//Last 25% of the Pack (by Distance), at Random Point during Mid-RaceSomewhat 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 CloserInstant5.5% HP//Last 25% of the Pack (by Distance), at Random Point during Mid-RaceSomewhat 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 CloserInstant1.5% HP//Downhill, ≥10s after Race StartConsistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race
Go-Home Specialist△✕3.53170+170End CloserInstant5.5% HP//Downhill, ≥10s after Race StartConsistent activation but recovery can be useless when the downhill is located at anywhere other than Mid-Race
Levelheaded△△2.78180End CloserInstant1.5% HP//Blocked in Front for ≥1s, ≥10s after Race StartGetting blocked is a decently consistent condition for End Closers
Wait-and-See▲✕3.13160Sprint31.5% HP & 0.1m/s²//6th-9th/7th-12th Place, at Random Point during Mid-RaceOnly for Late Surgers/End Closers (only King Halo for now), the extra acceleration effect is useless
Watchful Eye▲✕3.13160MileInstant1.5% HPAll Umas ahead/6th-9th/7th-12th Place, at Random Point during Second Half of Early-RaceMost effective Mile debuff skill, must-have for all Mile debuffers
Keen Eye▲✕3.75160+160MileInstant5.5% HP-0.2m꜀/s/6th-9th/7th-12th Place, at Random Point during Second Half of Early-RaceMost effective Mile debuff skill, must-have for all Mile debuffers
Rosy Outlook△✕3.13160MediumInstant1.5% HP//1st-3rd Place, at Random Point in Mid-RaceConsistent recovery for Front Runners and perhaps even Pace Chasers
Trackblazer△✕3.75160+160MediumInstant5.5% HP//1st-3rd Place, at Random Point in Mid-RaceConsistent recovery for Front Runners and perhaps even Pace Chasers
Soft Step△✕3.13160MediumInstant1.5% HP//Change Lanes, ≥10s after Race StartConsistent 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+160MediumInstant5.5% HP//Change Lanes, ≥10s after Race StartConsistent 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△△3.13160LongInstant1.5% HP//Random Point on Any StraightInconsistent, it might be wasted on an early or late activation
Cooldown△△3.75160+160LongInstant5.5% HP//Random Point on Any StraightInconsistent, it might be wasted on an early or late activation
Extra Tank△△3.13160LongInstant1.5% HP//≤30% HP RemainingIf your HP drops to zero, you're cooked anyway, no recovery can save you
Adrenaline Rush△△3.75160+160LongInstant5.5% HP//≤30% HP RemainingIf your HP drops to zero, you're cooked anyway, no recovery can save you
Passing Pro△△3.13160LongInstant1.5% HP//Have Overtake Target, ≥5s after Race StartMostly consistent but activation can occur on Early-Race, diminishing its value
U=ma2△✕2.50200—2.41.5% HP & 0.05m/s//First ⅖ of the Pack but ≥3rd Place, on Any Corner, during Second Half of the RaceThey 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—Instant3.5% HP//First ⅖ of the Pack but ≥2nd Place, at Random Point during Mid-RaceThey 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—Instant1.5% HP//6th-9th/7th-12th Place, ≥1 Nearby Uma(s), on Final CornerThey 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—Instant1.5% HP//Overtake, at Last ⅗ of the Pack, during Mid-RaceThey 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—Instant1.5% HP//Activate ≥2 Skills, at First 70% of the Pack but not 1st Place, during Mid-RaceThey 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—Instant1.5% HPAll Umas ahead/Be an Overtake Target for ≥1s, at First Half of the Pack but not 1st Place, during Mid-RaceThey 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.