Leo Cup (CM16)
- Status Active — July 2026
- Distance 1200m Sprint
- Surface Turf
- Venue Nakayama
- Style Pace Chaser
- Stats Speed = Power > Wit > Guts >> Stamina
Eden of Gaming Hub Status
Where Global Stands
Dirt surface narrows viable pool significantly. Grand Live decks with Light Hello recommended for prep.
November 2025 balance patch (28 new trainee training events, bugs subsequently fixed)
At a Glance
Sourced from game8-cm, uma-guide, global-ref-doc, umareference, gametora. Updated 2026-06-30.
Step 0 . Reroll
Support cards determine account power more than the banner units you pull. No redownload required — rerolling is extremely fast. Spend every reroll pull on the Support Card banner, not the character banner.
1LB+ of banner card through initial pulls, then farm 200+ pulls toward MLB
Aim for at least one Super Creek as a starting card.
Free-roll windows
Onboarding
Work top to bottom. Each step compounds, and joining a Club early is the single biggest free-resource lever for a new account.
3-Star Ticket
Pick for preference if you are not chasing competitive play.
Mistakes to Avoid
Translation Layer
Global uses different labels from the JP community guides most strategy talk is sourced from. This maps the Global name to the JP term you will see referenced elsewhere.
Questions
No. All umas are available year-round. Event welfare support cards are the only truly limited items.
Stamina is almost always the culprit. Being 300 below the stamina recommendation for your distance effectively turns Speed into a decoration. Check the Required Stamina Chart in Race Mechanics.
No. It gives little benefit over normal training and requires 500 runs. You can safely ignore it.
2000 for all stats. Green skills can raise stats above this cap.
Daily missions (30/day), weekly login (110/week), Bingo events (~1260/event, roughly monthly), CM wins (up to 3600/month in Graded League if winning everything), Team Trials weekly rewards (up to 375 Carats/week at Class 6).
Sourced from global-ref-doc . umareference . uma-guide . updated 2026-06-30
Eden of Gaming · Simulation-Based Rankings
Support card scores come from a simulation-based JP evaluation. EOG reframes them for the Global build order. Read the methodology and the JP-meta caveat first, then use the per-stat tiers to fill your deck.
How the rankings are built
celery6305 simulation-based evaluation (support-card-eval)
JP meta, MLB evaluations at current General (YHS) scenario parameters
Cards within 20-40 score of each other are practically equal — choose by skill quality, not stat score.
Race bonus breakpoints (specifically 34%) are not included in scores. Add ~25 score to a card that pushes your deck over 34% Race Bonus.
All MLB evaluations. 0-1LB SSR cards are rarely much stronger than MLB SR cards. Welfare card unique bonuses activate at 2LB only.
Flat stat bonuses (especially Speed bonus) > Training bonus / Motivation bonus > Friendship bonus > Specialty rate > Race bonus > Other bonuses
By training stat
Top tier is the gold accent. High and mid tiers follow. Cards within a small score band are practically equal, so let skill quality and your deck gaps decide.
Leader-specific, very strong
Universal, strong bonuses and skills
Mid betweener specialized
Well-rounded, SP-focused — slightly better in practice than score implies due to high SP output
Mile frontliner, High Voltage accel gold
Chaser-specialized
Very strong stats, leader skills only
Runner-specialty, very strong
Universal utility, high stat gains, Hold Your Tail High gold
+2 SP bonus total, Arcline Professor gold — slightly lower race bonus
Amazing SP gain (10 race bonus + 1 SP bonus), +3 speed at max bond
120 specialty rate (highest), insane chain events, Never Give Up gold
Short specialist, up to +3 speed bonus
Highest cross-training of all speed cards (5% TB per training level), Top Runner gold — runner staple
Mile backline, frontloaded — usable for beginners
Very strong IF 3 recoveries bought early; often overrated. Without recoveries drops to ~Pasa SR level.
Very high bonuses, 15% TB — limited by niche skills
No race bonus but great stats; good in L'Arc scenario
Lower ranked now vs early prominence; still great for newer players. Effective specialty priority 116 (not 100).
Solid all-around, mile frontliner, Ruler of Mile skill. 10% TB, 5% RB, +2 speed, +1 power, +1 SP.
Stamina card ranking is use-case dependent. Longer distance builds need pure stamina gain; shorter mid builds may prefer cross-training bonuses.
Long leader, long random accel gold + midleg gold
Long betweener, long accel gold + midleg gold
Long chaser, Imminent Shadow + chaser heal gold
Universally strong, scenario link effect, universal recovery+speed gold — becomes best Stamina card in Mecha era
Mid betweener, strong at low LB, mid betweener midleg gold
Second best overall — good cross training, good stamina gain, very high SP gain
High cross-training (up to 20% TB unique) and race bonus BUT 0 specialty rate — inconsistent; great for highroll attempts
15% TB, 10% RB, Arc Maestro universal recovery gold. Still a top tier card despite age.
Similar to Creek but higher guts gains, less consistent recovery skill
Power training category is less efficient for stat building but Power is a very good stat. Cards picked out of necessity.
Mid/long backline, Divine Speed gold + strategy-specific midleg gold
Mid betweener, very high power, +1 SP bonus, two gold skills
+2 SP bonus, strong statline — leader/mile-mid frontline focused; lacks backliner skills
Generic-use, first card with up to 30% TB, choice of short/mile gold + frontliner midleg gold
Mid runner specialist, +2 stamina bonus, high stat gain — limited use case
10% race bonus, Killer Tune mid runner/leader gold
20% TB, 10% RB, Daring Attack chaser gold
Strong cross-training, Straight Shot gold for chasers
Guts is not the most important stat to maximize. Choose guts cards primarily for their skills.
Very strong — gains +1 stat bonus at 80 bond for every card type in deck. Divine Speed gold.
Best welfare card ever printed — stacked bonuses, 10 RB, +1 SP bonus. BUT 0 initial bond and no good skills. Don't use at 0LB or 1LB.
Universal, decent stats, two good gold skills
Premium runner card, Runaway and Escape Artist gold skills
Short backline specialist, +3 speed bonus, +2 guts bonus
+3 guts at max bond, +1 power, strong mile skills
Runner guts, runner speed gold or mid accel gold
Great stats but niche gold skill (mid 2000m frontline only)
Int cards should mainly be chosen based on their skills — stat differences between top cards are negligible.
Betweener-specialty, very strong stat gain, +2 SP bonus, two betweener gold skills
Long distance, works on all strategies, two long distance gold skills
Best Wit card to own overall — mile/mid universal, 35% friendship bonus, +2 int, up to 20% TB unique (4% per speed skill obtained). Hint discounts on strong mile/mid skills. Becomes available from Grandmasters scenario.
Strongest cross-training of any int card: 15% TB, 40% MB, 10% RB, +2 int, +1 SP at 100 bond. Crucial for long distance betweener builds.
Chaser specialist, very good cross-training and SP gain, meta for all chaser builds
Runner-specialty int card — gives Top Runner gold or long distance instant accel. Mandatory for many runner builds in long distance.
Dirt specialist, unobtainable dirt skills, frontline-oriented gold skills
+3 int bonus, 80 specialty, universally usable for stats — leader-only skills
Rounded, universal slipstream gold + leader/betweener Oute accel option
+2 speed bonus, Monster long leader gold — good for long leader builds
65 specialty, 15% TB, +60% MB on rainbow, great short distance skills, Concentration gold
Chaser gold Daring Attack, good at 1LB already
Locked deck slots
Some scenarios force a specific friend or group card into the deck. Required cards take a permanent slot. Optional ones free that slot for a stronger pick.
| Scenario | Friend Card | Status | Note |
|---|---|---|---|
| URA | No specialty card | Optional | |
| Unity Cup (Aoharu) | Kashimoto Riko | Optional | |
| Grand Live | Light Hello | Required | |
| Grandmasters | 3 Goddesses | Required | |
| L'Arc | Satake Mei | Required | |
| UAF | Tsurugi Ryoka | Required | |
| GFF | Akikawa Yayoi | Required | |
| Mecha | No specialty card | Optional | No specialty card — free slot |
| Twinkle Legends | 3 Legends | Required | |
| Design Your Island | Tucker Brine | Required | 3LB+ required |
| Yukoma Hot Springs | Hoshina Kiyoko | Required |
Free-to-play picks
Welfare unique bonuses activate at 2LB, so a 0LB or 1LB welfare card is not worth a deck slot.
Speed first, then Stamina (if needed for a long distance PvP event), then Int, then Guts — Power almost never needed
Top Speed Welfare
Refer to current event welfare offerings
Top Stamina Welfare
Biwa Hayahide (gives universal recovery for long distance — better than Zenno Rob Roy despite lower raw stats)
Top Wit Welfare
Daitaku Helios (good stat gain despite useless gold skill)
Welfare card unique bonuses activate at 2LB. Do not use welfare cards at 0LB or 1LB.
Spend the ticket well
Pick a card that fills your current roster gap. Cards 20-30 score apart differ mainly in skills — skill quality should drive the decision. Tickets do not expire.
Maintained outside EOG
Live community tools that stay current as Global meta shifts. Use them alongside the static tiers above.
Sourced from support-card-eval · global-ref-doc · umareference · updated 2026-06-30
Per-Role Ratings
Eden of Gaming rates each key uma per running role on a 1-5 scale. A 5 is top-tier and worth prioritizing; everything else is graded against the alternatives in that lane.
EOG verdict pendingReviews written from JP Scenario 5 (Grandmasters) era. Mechanics referenced — Evolutions, Daily Legend Races, Runaway style — may not yet be available on Global.
Roster
Currently the strongest uma in the game. Immune to stamina debuffs due to triple heal mechanic. Festive Miracle skill provides guaranteed speed carryover and acceleration. Falls off after evolutions come out (weak evolution skills). Best choice or top meta for the majority of Champions Meetings.
Redefined what a Runner needs to be good. Midleg unique and midleg gold, built-in Groundwork, Concentration, and gets Frontrunner from training scenario. Extremely easy to train. Meta Front Runner for 'forever, so far' on JP.
Revived Runners in Long Distance. Unique activates instantly like Seiun's but for Long. Parent 5 — highest parent rating. Farmable from 3.5th anniversary.
On tracks where she's good, unique pairs with Nishino Flower's taking both parent slots. If you don't have either, prioritize Taiki from Daily Legend Races. New unique triggers in the latter half of the final corner. 'Very Late' final corner tracks disable even inherited Taiki skills after rework.
Forever useful meta Front Runner parent. Angling and Scheming unique gives 10.3m gain — what makes Front Runners viable in PvP at all. Counter umas (Seiun Bullies) built to prevent her unique from activating.
Holder of Encroaching Shadow (6.37m on 2000m). Rated quintessential early End Closer. Practice Perfect (double circle) reduces training failure by 4%.
Runaway mechanic unique (mechanic not yet on Global at time of source writing). Secret Events needed for full kit. After Secret Events are disabled in MANT/Trackblazer, cannot get Runaway.
Would be recommended initial ticket pick over Oguri for flexibility (Turf and Dirt, strong everywhere). Priority Daily Legend Race target on JP.
Best Dirt uma on release. Dirt Front Runner.
Expected to debut as dominant Dirt PvP meta uma. Extremely dominant in every Dirt PvP event for years on JP (2-3 per year) with unique build involving stacking green skills. Estimated Global release late June 2026.
Great parent for many umas. One of the earliest must-pull umas. Summer Maruzensky (Hot Summer Night) is CM15 SS tier.
Quintessential Stamina Debuffer. Can reduce enemy stamina by 200-400 in Medium distance, equivalent to reducing their Speed by 600-1200. Has both important debuff golds.
Exclusively used as a parent. On tracks where spurt starts on a corner, almost always used for all Late Surgers and End Closers.
Dober's unique is mandatory on Late Surgers and End Closers on many tracks. Parent 5 rating.
Team Trials
Ratings per awakening level (2-5) for Team Trials use, 1-5 scale.
| Uma | Lv2 | Lv3 | Lv4 | Lv5 | Note |
|---|---|---|---|---|---|
| Agnes Tachyon (Med/Pace) | 4 | 2 | 4 | 5 | |
| Gold Ship (Long End) | 4 | 4 | 4 | 5 | |
| Kitasan Black | TBD | TBD | TBD | TBD | Not listed in source table |
| Narita Taishin (Med End) | 4 | 5 | 4 | 4 | |
| Nice Nature (Med Late) | 4 | 4 | 4 | 5 | |
| Rice Shower (Long/Med Pace) | 4 | 4 | 4 | 5 | |
| Silence Suzuka (Mile/Med Front) | 1 | 5 | 4 | 3 | |
| Special Week (Long/Med Pace) | 1 | 5 | 2 | 5 | |
| Super Creek (Med/Long Pace) | 3 | 4 | 4 | 5 | |
| Taiki Shuttle (Dirt/Mile Pace) | 2 | 4 | 4 | 2 | |
| Vodka (Mile Late/Pace) | 4 | 5 | 4 | 4 |
Legacy
Unique skills that carry their value through inheritance, independent of whether the source uma is still meta to train.
Longevity
EOG.GG · sourced from global-ref-doc · umareference · game8-cm · uma-guide · updated 2026-06-30
Gacha Math
Support-card odds and the spark economy on Global. Rate-up is per individual card, not split across a dual banner. Spark is a fixed counter that does not carry between banners, so plan each banner as a clean slate.
Dual Banner
Rate-up stays 0.75% per card even on dual-rate-up banners — having two rate-ups does NOT double individual card odds.
Pity Carryover
Spark does not carry between banners. Each banner starts your counter at zero, so do not split a spark target across two windows.
| Pulls | None | 0 LB | 1 LB | 2 LB | 3 LB | MLB |
|---|---|---|---|---|---|---|
| 50 | 69% | 26% | 5% | 0.6% | 0.1% | 0% |
| 100 | 47% | 36% | 13% | 3% | 0.6% | 0.1% |
| 200 | 0% | 22% | 34% | 25% | 13% | 6% |
| 400 | 0% | 0% | 5% | 15% | 22% | 58% |
| 600 | 0% | 0% | 0% | 1% | 5% | 94% |
How to Spend
EOG, the Eden of Gaming guild network, runs accounts for the long haul. The order below is the spending discipline our whales hold to: power lives in support cards, not in the uma you happen to like.
Spend all reroll pulls on Support Cards. Support cards determine account power. Even top-meta umas cannot perform in PvP with Rare cards.
Banners with two SSRs are generally better to pull on — random off-rate support cards are usually not helpful as SRs outperform most low-LB SSRs.
If you need the card MLB, have two pities ready before pulling. If skill-only, pull with one pity ready and stop once you get the card.
Winning every PvP with a meta uma still takes 10+ wins to recoup a spark investment. Focus on the uma you want, not only what is strong.
Winning a Champions Meeting is only +1500 Carats over last place — it takes far too many wins to offset a pity investment purely for meta.
Cards worth pulling tend to last 4-12 months before being replaced by better options.
Where to Spend
Scenario-by-scenario priorities from JP hindsight. Each target is the card or uma worth committing a spark to before the next scenario shifts the meta. Icons resolve to the closest Global-available art where one exists.
| Scenario | Target | Note |
|---|---|---|
| URA | Kitasan Black (reroll banner) | Lasts until L'Arc scenario |
| Unity Cup | Riko Kashimoto / Rice Shower rerun | 0LB Riko SSR is fine; Rice for double heals |
| Trackblazer (MANT) | Narita Top Road if Fuku unavailable | Want at least one |
| Grand Live | Light Hello / Tachyon (scenario card) | Just 1 pity; Tachyon falls off later |
| Grandmasters | Mejiro Ramonu (becomes best Wit card) | Goddess cards: one pity 200 pulls |
| L'Arc | Pasa / Satake Mei (scenario banner) | Pasa basically directly power creeps Kitasan |
| UAF | Orfevre / Tsurugi Ryoka (scenario banner) | Both very strong |
| GFF | Nishino Flower / Akikawa Yayoi (scenario banner) | Both very strong |
| Mecha | Air Shakur | Becomes best Stamina card |
| Twinkle Legends | Almond Eye | Mostly power creeps Pasa |
Friend / Group Card Rule
Most recent scenarios have a scenario-specific friend/group card that is essentially required. Running two friend/group cards simultaneously is generally not viable. Use the scenario card if one exists.
Live Window
Banner data refreshes with each new cup cycle. EOG fills this block with live banner verdicts.
EOG verdict pendingLooking Ahead
Expected dominant Dirt meta uma; anticipated to debut CM17 Virgo Cup
Power creeps Pasa Speed card; high priority pull
Meta Front Runner parent, extremely easy to train
Revived Runners in Long Distance; Parent 5 rating
Sourced from global-ref-doc · umareference · banner-dates · updated 2026-06-30
The Track
Reading the track
Right-handed turf. Spurt tends to start on the corners (see Winning Mechanics), and the Hanshin home stretch climbs uphill into the finish, so do not shortchange stamina or power.
Course geometry: alpha123/uma-tools
Acceleration
| Style | Priority acceleration |
|---|---|
| Front Runner | 1) Angling and Scheming |
| Pace Chaser | situational, see note |
| Late Surger | 1) Let's Pump Some Iron 2) Moving Past, and Beyond |
| End Closer | 1) Let's Pump Some Iron 2) Moving Past, and Beyond |
| Universal | 1) No Stopping Me! 2) Nimble Navigator |
Pace Chaser
Few acceleration skills hit reliably here, so Pace Chaser is not worth running as a strategy this CM. The non-universal options (Straight Descent / Determined Descent, and Head-on) are too inconsistent.
Stat Targets
On Guts
Higher Guts can be nice: it can lower stamina requirements by roughly 50 to 100 depending on how much you run, and it can be the decider in close races, especially the ones where everyone has max Speed, Power, and Wit.
Support Deck
The standard 2 Speed, 2 Wit, 2 Flex deck.
Note
Throne's Assemblage releases on day 2 of round 1, so some players may remake their aces around that card.
SSR
SSR
SR
SR
SSR
SSR
SSR
SSR
SSR
SSR
SSR
SSR
Worth Bringing
Pick Order
Targets
| Stat | Graded League | Open League |
|---|---|---|
| Speed | 1200 | 1200 |
| Stamina | 400 | 300 |
| Power | 1200 | 1000 |
| Guts | 800 | 500 |
| Wit | 1000 | 800 |
Composition
Recovery
Recovery skills largely unnecessary due to very low stamina requirements at 1200m sprint
Front Runner
Front Runners need 3 passive skills active to guarantee early-race Groundwork proc
Last Cup
Christmas Oguri Cap dominant via Triple 7s activating near start of late-race, enabling all three Festive Miracle effects
| Stat | Graded League | Open League |
|---|---|---|
| Speed | 1200 | 1200 |
| Stamina | 850 | 700 |
| Power | 1000 | 900 |
| Guts | 500 | 500 |
| Wit | 1000 | 800 |
Stat Priority
Stamina > Speed > Power > Wit > Guts for medium distance — reverses sprint cup priority
Plan Ahead
Forward-looking projections. Flagged entries are speculative until the cup is confirmed in-game.
Grand Live decks with Light Hello Pal SSR recommended. Dirt surface narrows viable pool significantly.
SpeculativeHas a downhill feature that makes stamina management easier — benefits Front Runners and Pace Chasers
SpeculativeHow It Runs
3v3v3 — three-way race, finishing 1st wins. Runs across 11 days from registration through finals.
Entries
Entry Advice
Keep using entries after advancing to Group A — only your best score matters
League Choice
Bracket choice is locked once the Champions Meeting begins. Graded League rewards are far higher.
Why Acceleration Wins
Acceleration is the biggest factor for winning Champions Meeting. Gold acceleration skills provide +9.16m vs gold speed skills at +3.17m on a 9.43s spurt baseline.
| Skill Type | Distance Gain |
|---|---|
| Gold Acceleration | +9.16m distance gain |
| Gold Speed | +3.17m distance gain |
| Seiun (Angling and Scheming) | +10.3m (Angling and Scheming) |
Spurt Starts on Corners
76.7% of G1 CM tracks have spurt starts on corners; 63.3% specifically on final corners — this is why acceleration dominates over speed.
The Fine Print
Roster Rules
Specialist Builds
Specialized Front Runner built to prevent Seiun Sky's unique from activating by maintaining early-race lead
G1 CM Tracks
| Location | Frequency | Note |
|---|---|---|
| Straight | 23.3% | |
| Final Straight | 13.3% | |
| Corner (total) | 76.7% | |
| Final Corner (total) | 63.3% | |
| Final Corner — Early | 30% | |
| Final Corner — Late | 10% | |
| Final Corner — Very Late | 23.3% | Very Late — even inherited Taiki skills don't work after her rework |
Method Note
Final Leg and Last Spurt use the same numbers — spurt starts at the Final Leg marker, NOT at the designated Last Spurt section on the track map.
Edge Cases
Urara and McQueen
Placing Haru Urara on a turf track disrupts distance-based skill calculations, enabling McQueen's unique to activate for any style. This disables End Closer-specific skills like Masterful Gambit and Sleeping Lion entirely.
The Full Calendar
Eden of Gaming is finalizing its editorial read on the current cup before publish. Mechanics and stat targets above reflect curated source data.
Sourced from umareference · game8-cm · uma-guide · global-ref-doc · updated 2026-06-30
Eden of Gaming · Competitive Mode
A complete EOG reference to the Team Trials defensive mode: how matches resolve, how score is built, what each class pays out, and which skills actually fire often enough to be worth a slot.
Core Principle
Quantity over quality — maximize the number of activating skills, not the power of individual skills. Take only Level 1 of multi-level skills.
Mode Rules
Team Trials is a five-race match. You build a defensive lineup, the game runs it against opponent teams, and score decides progression. The lineup never races live, so the entire optimization lives in deck construction.
The Math
Quantity over quality — maximize the number of activating skills, not the power of individual skills. Take only Level 1 of multi-level skills.
| Finish Position | Points |
|---|---|
| 1st | 10000 |
| 2nd | 8000 |
| 3rd | 7000 |
| 4th | 6000 |
| 5th | 5000 |
| Bonus | Points |
|---|---|
| Victory (3+ wins) | 10000 |
| Trio (top 3 sweep) | 5000 |
| Top 5 placement | 4000 |
| Dark Horse | 4000 |
This is where the philosophy pays out. Every skill that fires adds points, so a deck stacked with many cheap activations beats one tuned for a few strong effects. Gold-tier values flag the high-yield unique skills.
| Skill Tier | Points |
|---|---|
| Normal skill | 500 |
| Gold skill | 1200 |
| Unique (1-2 star) | 1500-2500 |
| Unique (3+ star) | 2000-3000 |
10% score bonus — always assign your highest-performing uma as Ace
~4000 maximum points lost per duplicated strategy
~50% bonus at 100k opponent rating; ~80% at 150k rating
Payout
Carats are the premium currency and climb steeply with class, so class progression is the main reason to invest a full rotation. Friend Points scale alongside.
| Class | Carats | Friend Points |
|---|---|---|
| Class 1 | 0 | 750 |
| Class 3 | 75 | 3000 |
| Class 6 | 375 | 7500 |
Graded vs Open League
3rd place in Graded League finals is approximately equal to 1st place in Open League finals
Consumables
One-shot pre-race items nudge mood, weather, and gate position in your favor. Pair them with the race-frequency table below to bias outcomes toward conditions your deck handles best.
| Item | Effect |
|---|---|
| Sundae | Sets all friendly umas' mood to max (+4% to all stats) |
| Sunny Weather | Weather changed to sunny (good ground likely) |
| Rainy Weather | Weather changed to rainy (bad ground likely) |
| Front Gate | All friendly umas start in the first three gates |
| Back Gate | All friendly umas start in the last three gates (gives a small speed boost) |
What You Will Face
Distance, turn direction, and venue distributions decide which aptitudes and corner skills actually earn their slot. Build toward the common cases, not the edge ones.
| Distance | Key Distances | Standard | Non-Standard | Right-Handed | Common Venues |
|---|---|---|---|---|---|
| Sprint | 1000m (8%), 1200m (54%), 1400m (38%) | 54% | 46% | 60% | Niigata, Hanshin, Chukyo |
| Mile | 1500m (5.3%), 1600m (36.7%), 1800m (58%) | 36.7% | 63.3% | 81.3% | Kyoto, Nakayama, Sapporo |
| Medium | 2000m (62.6%), 2200m (20%), 2300m (4.7%), 2400m (12.7%) | 75.3% | 24.7% | n/a | Niigata, Tokyo, Kyoto |
| Long | 2500m (18%), 2600m (37.3%), 3000m (16.7%), 3200m (8%), 3400m (10.7%), 3600m (9.3%) | 26% | 74% | 77.3% | Tokyo, Kyoto, Nakayama |
| Dirt | 1600m (10%), 1700m (35.3%), 1800m (54.7%) | 10% | 90% | 68% | Hakodate, Chukyo, Niigata |
| Condition | Distribution |
|---|---|
| Season | Spring 40%, Summer 22%, Fall 12%, Winter 26% |
| Weather | Sunny 58%, Cloudy 30%, Raining 11%, Snowing 1% |
| Track Condition | Good 77%, Bad 11%, Badder 7%, Baddest 5% |
Deck Construction
Best = always activates (wit permitting). Good = usually activates. Bad = rarely activates or activates only when already losing.
Sourced from umareference · global-ref-doc · gametora · uma-guide · updated 2026-06-30
Eden of Gaming reference
11 permanent training scenarios released to date. Each has unique stat caps, mechanics, and linked support cards. Current Global scenarios available: URA, Unity Cup, Trackblazer (MANT). Newer scenarios (Grand Live onward) are JP-sourced forward-look data.
EOG verdict pendingStat Caps
Not explicitly documented in sources — no cap table extracted for URA
Mechanics
Standard three-year career format. No special scenario mechanics. Bonding priority, mood management, and G1 race efficiency are the key optimization levers.
Key Strategy
Race Efficiency
| Race | Stats @35% Bonus | Skill Pts | Pts / Energy |
|---|---|---|---|
| G1 | 13 | 60 | 2.86 |
| G2/G3 | 10 | 47 | 2.23 |
| Optional (OP) | 6 | 47 | 1.97 |
Target Cards
Kitasan Black (reroll banner), Fine Motion, Super Creek, Tazuna
Stat Caps
Not explicitly documented in sources
Mechanics
Team-based scenario where losing a Unity Cup race loses all teammates ~40 all stats (potentially 3000 total stats across the team). Explosion bonuses from race type affect all stats. Winning UC races is extremely high priority.
Unity Skill Scaling
Unity skills scale from 0.8x (team total stat <1200) to 1.2x (team total stat >=3600)
Added to Global
November 2025 (half-anniversary)
Explosion Bonuses (all stats per type)
| Type | Speed | Stamina | Power | Guts | Wit |
|---|---|---|---|---|---|
| Speed | 150 | 80 | 110 | 80 | 70 |
| Stamina | 80 | 150 | 80 | 110 | 70 |
| Power | 80 | 110 | 150 | 80 | 70 |
| Guts | 90 | 80 | 90 | 150 | 70 |
| Wit | 110 | 80 | 80 | 80 | 150 |
Target Cards
Riko Kashimoto (Friend card, impactful even at single copy), Rice Shower (for double heals)
Stat Caps
Unique Stat Note
Stamina cap is notably high at 1900; Wisdom cap 1500 — both highest of early scenarios. This affects card selection.
Mechanics
Race-heavy scenario (~30-40 races per career). Core loop: race for coins, spend coins on items, train. Career Goals and Secret Events disabled (prevents certain skill acquisitions like Silence Suzuka's Runaway). Grade Points consumed by Career Goals — do not carry over.
Race Fatigue
Consecutive races escalate Race Fatigue — 100% chance of mood/energy penalties after 4+ consecutive races
Key Strategy
Grade Points
| Grade | Points |
|---|---|
| G1 | 100 |
| G2 | 80 |
| G3 | 60 |
| OP | 40 |
| Pre-OP | 20 |
Shop Coins by Placement
| Placement | Coins |
|---|---|
| 1st | 100 |
| 2nd-3rd | 60 |
| 4th-5th | 30 |
| 6th+ | 0 |
Target Cards
Narita Top Road (Speed, if Fuku unavailable). Best MANT speed cards: Matikanefukukitaru and Narita Top Road. Biko Pegasus is also good.
Note
Friend card is mandatory starting this scenario. Friend cards not necessary before Grand Live.
Target Cards
Light Hello (required scenario Friend card). Tachyon (falls off later).
Note
Evolutions (pink gold skills) were added around second anniversary with Grandmasters on JP. SSR Pal/Group cards become mandatory from this scenario onward.
Target Cards
Mejiro Ramonu (becomes best Wit card), Goddess cards (one pity 200 pulls)
Stat Caps
Mechanics
Themed around Prix de l'Arc de Triomphe. Introduces Star Gauge, SS Matches, Overseas Aptitudes (6 basic, 2 advanced), Supporter Points, and Expectation Gauge. Training ends ~10 turns earlier than other scenarios.
Overseas Aptitudes
Required for 2400m overseas race participation. 2 SS Match wins to unlock Basic Overseas Aptitudes.
Supporter Points by Placement
| Placement | Points |
|---|---|
| 1st | 1300 |
| 2nd | 700 |
| 3rd | 450 |
| 4th-5th | 300 |
Target Cards
Pasa/Satake Mei (scenario banner — Pasa basically directly power creeps Kitasan)
Stat Caps
Mechanics
15-discipline sports tournament. Link Training boosts stats and all linked disciplines. Consultation (3 charges, refill after debut race) lets players reorganize discipline genres. Heat-Up Effects trigger every 50 genre levels — 2 training turns of special bonuses.
Tournament Victory
12 discipline wins per tournament part required for overall victory
Training Win Bonuses
| Wins | Bonus |
|---|---|
| 1-4 | +1% |
| 5-9 | +3% |
| 10-14 | +7% |
| 15-19 | +12% |
| 20-25 | +17% |
Target Cards
Orfevre/Tsurugi Ryoka (scenario banner, both very strong)
Target Cards
Nishino Flower/Akikawa Yayoi (scenario banner, both very strong)
Stat Caps
Mechanics
Mech Energy management, Overdrive gauges, Research levels, Upgrade Exams. Skill evolution selection (two of six at end of run). No specialty friend/group card — free slot. Scenario-linked characters: Biwa Hayahide, Narita Taishin, Air Shakur, Symboli Kris S, Tanino Gimlet.
Target Cards
Air Shakur (becomes best Stamina card from this era)
Stat Caps
Mechanics
Fixed year-end Dream Fest races. Scenario-exclusive skill evolutions accessible to any character regardless of who they are. Leveling unique skills requires winning Dream Fest year-end races.
Evolution Thresholds
150k fans for three evolutions path A; 100k fans + strategy skills for path B
Target Cards
Almond Eye (mostly power creeps Pasa Speed card), 3 Legends (required scenario friend card)
Stat Caps
Mechanics
Rating Assembly event every 6 months — does not obstruct normal objectives. Two of six skill evolutions selectable at career end (contingent on having learned base rare skill). Single scenario spark: Deserted Island Scenario.
Balance Note
DYI was considered overbuffed — gives too many stats. Card strength becomes less meaningful; prioritize skills over stats in deck selection.
Unique Skill Fan Thresholds
| Event | Fans |
|---|---|
| Valentine's Day skill | 60000 |
| April skill | 70000 |
| Christmas skill | 120000 |
Target Cards
Tucker Brine (required scenario Friend card, needs 3LB+)
EOG.GG scenario reference · sourced from gametora · global-ref-doc · uma-guide · umareference · updated 2026-06-30
Overview
Overall compatibility (◎/○/△) is the sum of individual compatibility scores across your entire lineage. The individual score per parent or grandparent is what drives actual gene proc rates, a ◎ overall can mask a weak grandparent that tanks proc rates on that branch.
How Points Are Earned
| Source | Points |
|---|---|
| Shared G1 race win | +1 |
| Shared G2 race win | +1 |
| Shared G3 race win | +1 |
| Title bonus (per title) | +1 |
No bonus for winning the same race twice. One win per race, regardless of Classic or Senior.
| Title | Required Races |
|---|---|
| Classic Triple Crown | Satsuki Sho · Japanese Derby · Kikuka Sho |
| Triple Tiara | Oka Sho · Japanese Oaks · Shuka Sho |
| Spring Senior Triple Crown | Osaka Hai · Tenno Sho (Spring) · Takarazuka Kinen |
| Autumn Senior Triple Crown | Tenno Sho (Autumn) · Japan Cup · Arima Kinen |
| Tenno Sweep | Tenno Sho (Spring) + Tenno Sho (Autumn) |
| Dual Grand Prix | Takarazuka Kinen + Arima Kinen |
| Dual Miles | Yasuda Kinen + Mile Championship |
| Dual Sprints | Takamatsunomiya Kinen + Sprinters Stakes |
| Dual Dirt | Champions Cup + February Stakes |
Full list at U-Tools: xn--gck1f423k.xn--1bvt37a.tools/announcements/3
Strategy
Inheritance Impact
base_rate × (1 + individual_compat / 100) = final_proc_rate
Grandparent proc rates are roughly half of parent rates. GP compatibility is weighted lower by design.
Global Scenarios
The premier Global parenting scenario. Farm aggressively before the affinity rework makes G2/G3 races worthless.
Decent SP yield. Lower ceiling for compatibility building compared to Trackblazer.
Niche tool for bridging incompatible aptitude ranges. Hard-capped at ~16 overlap races.
Only worth running if specifically targeting Unity Cup Power/Int scenario genes or the Int gene for Nige meta.
Baseline option. Worth running only for URA-specific essence skills.
The Core Mechanic
base_rate × (1 + individual_compat / 100) = final_proc_rate
Base Proc Rates (0 compatibility, multiply by formula above)
| Gene Type | 1★ Base | 2★ Base | 3★ Base |
|---|---|---|---|
| Blue Stats | 70% | 80% | 90% |
| Red Genes & Aptitude Whites | 1% | 3% | 5% |
| Green (Unique Skill) | 5% | 10% | 15% |
| Race Genes | 1% | 2% | 3% |
| White Skills / Scenario / Hidden | 3% | 6% | 9% |
Source: Polaris (@BourBon_Polaris) 100-run controlled dataset. Gold inheritance event is a visual indicator that a 2★ or 3★ procced, no additional mechanic.
Gene Types
Generated at run end. One stat is selected at random (20% per stat), then star quality is determined by that stat's rank. Both initial inheritance and mid-run inheritance give stat bonuses.
Star Quality by Stat Grade
| Score Range | Rank | 3★ Chance |
|---|---|---|
| 1,200+ | SS+ | 10.4% |
| 1,150–1,199 | SS+ | 10.7% |
| 1,100–1,149 | SS | 11.0% |
| 1,050–1,099 | S+ | 4.5% |
| 1,000–1,049 | S | 5.2% |
| 900–999 | A+ | 6.4% |
| 800–899 | A | 6.0% |
| 700–799 | B+ | 6.5% |
| 600–699 | B | 5.5% |
| < 600 | C+ | 0% |
Generated from any aptitude at A rank or higher. Probability is split equally among all qualifying aptitudes. S rank does not affect generation odds. Mid-run: a hidden 1–5 point roll determines aptitude gain.
Star Quality (fixed, all grades)
| Stars | Rate |
|---|---|
| 3★ | 10% |
| 2★ | 70% |
| 1★ | 20% |
Guaranteed to generate if the Uma is 3★ or higher. Star quality follows the same grade-band mechanics as white genes. Unique skill level does NOT affect star quality, this was debunked. Inherited unique skills cannot be passed down as white genes.
Star Quality by Uma Grade Band
| Grade Band | 1★ | 2★ | 3★ |
|---|---|---|---|
| Below SS (< 17,500) | 50% | 45% | 5% |
| SS to UE (> 17,500) | 20% | 70% | 10% |
| UE and above | 17.5% | 70% | 12.5% |
Generated from skills learned during the run. Must learn the skill during training. Only base versions generate, no Gold versions. Having the same skill in parent lineage increases generation odds exponentially (not linearly).
Generation Rate by Skill Type
| Type | Base Min | Base Max | Per Lineage |
|---|---|---|---|
| White skill | 20% | 35% | ×1.1 per |
| White skill ★ | 25% | 40% | ×1.1 per |
| Gold skill | 40% | 70% | ×1.1 per |
| Race gene | 20% | 35% | ×1.1 per |
| Scenario gene | ~20% | ~30% | ×1.1 per |
By Gene Type
Blue Genes
Push one stat to SS; accept the 20% lottery on which gets picked.
Red Genes
Fewer A aptitudes = better targeting. Plan before the first turn.
Urara targeting Dirt
3 native A aptitudes (Dirt, Short, Sashi) = 33% chance per roll. Each additional A added to this by mistake drops it to 25% or less.
White Genes
Same deck. Same races. Same skills. Lineage overlap is everything.
Green Genes
Generation is guaranteed. Star quality is entirely about Uma grade.
Priority Order
Distance Red Gene
S rank Distance = +5% Speed. Most impactful single stat for all PvP content.
Ground Red Gene
S rank Ground = +5% Power. Applies universally regardless of distance or strategy.
Usable Whites
Skill genes that match your Uma's running style. Conflicting whites are dead weight in every future run.
Strategy Red Gene
Max 1 per parent. Nige benefits most from S Strategy. Don't mix strategy genes.
Blue Genes
9★ (three 3★) is the practical target. Supports the stat floor for further runs.
Core Principles
Match Running Styles
Never pair a Leader (Senkou) parent with a Runner (Nige) target Uma. Conflicting strategy whites are dead weight in the offspring's pool, and an accidental wrong-strategy red gene corrupts all downstream parents.
Same Deck, Same Races
Run the same support deck and race preset across your entire parent lineage. This stacks white gene lineage overlap up to the 70% ceiling and builds compatibility from matching race wins simultaneously.
Plan Red Genes Before Turn 1
Map every A aptitude your Uma will have at the end of the run before the first training turn. One accidental A from a raised B aptitude cuts your target gene odds by 25–33%. Plan, then execute.
Rentals Are Non-Negotiable
A strong rental covers one full side of the lineage at no cost. Five minutes on uma.pure-db.com finding the right parent beats 10 mediocre runs building it yourself. There is no excuse for using a random rental.
What Not to Do
Avoid These
At a Glance
Base Proc Rates by Gene Type and Star
| Gene Type | 1★ | 2★ | 3★ |
|---|---|---|---|
| Blue Stats | 70% | 80% | 90% |
| Red / Aptitude White | 1% | 3% | 5% |
| Green (Unique Skill) | 5% | 10% | 15% |
| Race Gene | 1% | 2% | 3% |
| White / Scenario / Hidden | 3% | 6% | 9% |
White & Green Star Quality by Uma Grade
| Grade Band | Score | 1★ | 2★ | 3★ |
|---|---|---|---|---|
| Below SS | < 17,500 | 50% | 45% | 5% |
| SS → UE | > 17,500 | 20% | 70% | 10% |
| UE+ | UE+ | 17.5% | 70% | 12.5% |
Blue Gene 3★ Chance by Stat Rank
| Rank | Score | 3★ Chance |
|---|---|---|
| SS+ | 1,150+ | ~10.7% |
| SS | 1,100+ | ~11.0% |
| S+ | 1,050+ | 4.5% |
| S | 1,000+ | 5.2% |
| A+ | 900+ | 6.4% |
| A | 800+ | 6.0% |
| B+ | 700+ | 6.5% |
| B | 600+ | 5.5% |
| C+ | < 600 | 0% |
Red Gene Star Quality (all grades)
| Stars | Rate |
|---|---|
| 3★ | 10% |
| 2★ | 70% |
| 1★ | 20% |
White Gene Generation Rates
| Type | Min | Max |
|---|---|---|
| White skill | 20% | 35% |
| White skill ★ | 25% | 40% |
| Gold skill | 40% | 70% |
| Race gene | 20% | 35% |
| Scenario gene | ~20% | ~30% |
Compatibility Thresholds
| Symbol | Points | Effect |
|---|---|---|
| ◎ | > 150 | All 6 blue stats avg, max proc rates |
| ○ | 51–150 | Avg 4–6 blues, reduced proc rates |
| △ | < 50 | Floor 4 blues, significantly reduced |
Scenario Gene Stats (Global Scenarios)
| Scenario | Stat 1 | Stat 2 |
|---|---|---|
| Trackblazer | Stamina | Guts |
| Grand Masters | Speed | Power |
| L'Arc (main) | Stamina | Power |
| Unity Cup | Power | Int |
| URA | Speed | Stamina |
Simulation Fundamentals
Race Phases
Calculation Order
Race Initialization
Per-Frame Order
Overview
All stats clamped 1–2000 (raised to 2500 on 5th anniversary). Raw stats above 1200 are halved before converting to base stats. FinalStat = AdjustedStat + SkillModifier.
Base Stat Formula
Base stat is subject to clamping. Used by skill activation chance. NOT the adjusted stat.
Motivation Coefficient
| 絶好調 | 好調 | 普通 | 不調 | 絶不調 |
|---|---|---|---|---|
| 1.04 | 1.02 | 1.0 | 0.98 | 0.96 |
Adjusted Stat Formulas
In single mode (training), all uma gain +400 to all adjusted stats.
Ground Conditions
Ground Modifier. Speed
| 良 Firm | 稍重 Good | 重 Soft | 不良 Heavy | |
|---|---|---|---|---|
| Turf | 0 | 0 | 0 | -50 |
| Dirt | 0 | 0 | 0 | -50 |
Ground Modifier. Power
| 良 Firm | 稍重 Good | 重 Soft | 不良 Heavy | |
|---|---|---|---|---|
| Turf | 0 | -50 | -50 | -50 |
| Dirt | -100 | -50 | -100 | -100 |
Proficiency
Strategy Proficiency Modifier (applied to Wiz)
| S | A | B | C | D | E | F | G |
|---|---|---|---|---|---|---|---|
| 1.1 | 1.0 | 0.85 | 0.75 | 0.6 | 0.4 | 0.2 | 0.1 |
Course Bonuses
Some courses designate 1–2 stats as threshold stats. Exceeding thresholds adds a bonus multiplier to adjusted speed. Final modifier is the average across all threshold stats.
| Base Stat | Speed Bonus |
|---|---|
| ≤ 300 | +0.05× |
| 301–600 | +0.10× |
| 601–900 | +0.15× |
| > 900 | +0.20× |
Maximum bonus is +0.20×. Only applies to courses that have threshold stats assigned.
Overview
Target speed cannot go below minimum speed or exceed 30 m/s.
Base Speed by Course Distance
Base Target Speed. Early & Mid Race
Speed stat has NO effect on target speed during early-race and mid-race.
Base Target Speed. Late Race & Last Spurt
Coefficients
Strategy Phase Coefficient. Target Speed
| Strategy | Early-race | Mid-race | Late & Last Spurt |
|---|---|---|---|
| Front Runner | 1.0 | 0.98 | 0.962 |
| Pace Chaser | 0.978 | 0.991 | 0.975 |
| Late Surger | 0.938 | 0.998 | 0.994 |
| End Closer | 0.931 | 1.0 | 1.0 |
| Oonige | 1.063 | 0.962 | 0.95 |
Distance Proficiency Modifier. Target Speed
| S | A | B | C | D | E | F | G |
|---|---|---|---|---|---|---|---|
| 1.05 | 1.0 | 0.9 | 0.8 | 0.6 | 0.4 | 0.2 | 0.1 |
Per-Section Variance
At each section, BaseSpeed × this random number is added to target speed. Does NOT affect last spurt speed. Higher wiz narrows the downside.
Finishing Mechanic
Speed Floor
Starting Speed
Minimum Speed
This becomes the target speed when out of HP. Applied after start dash ends. Higher guts raises the floor.
Acceleration
Base Acceleration
Start Dash
Strategy Phase Coefficient. Acceleration
| Strategy | Early-race | Mid-race | Late & Last Spurt |
|---|---|---|---|
| Front Runner | 1.0 | 1.0 | 0.996 |
| Pace Chaser | 0.985 | 1.0 | 0.996 |
| Late Surger | 0.975 | 1.0 | 1.0 |
| End Closer | 0.945 | 1.0 | 0.997 |
| Oonige | 1.17 | 0.94 | 0.956 |
Ground Type Proficiency Modifier. Acceleration
| S | A | B | C | D | E | F | G |
|---|---|---|---|---|---|---|---|
| 1.05 | 1.0 | 0.9 | 0.8 | 0.7 | 0.5 | 0.3 | 0.1 |
Distance Proficiency Modifier. Acceleration
| S | A | B | C | D | E | F | G |
|---|---|---|---|---|---|---|---|
| 1.0 | 1.0 | 1.0 | 1.0 | 1.0 | 0.6 | 0.5 | 0.4 |
Only E, F, G are penalized for acceleration (unlike target speed which starts penalizing at D).
Deceleration by Phase
| Condition | Deceleration |
|---|---|
| Early-race | -1.2 m/s² |
| Mid-race | -0.8 m/s² |
| Late-race | -1.0 m/s² |
| Pace Down mode (overrides above) | -0.5 m/s² |
| Out of HP (overrides all) | -1.2 m/s² |
Lane Interactions
When blocked by an uma in front, speed is capped at 0.988× (0m gap) to 1.0× (2m gap) of the blocking uma's speed, scaled linearly by distance.
Max HP
Strategy Coefficient. Max HP
| Front Runner | Pace Chaser | Late Surger | End Closer | Oonige |
|---|---|---|---|---|
| 0.95 | 0.89 | 1.0 | 0.995 | 0.86 |
Drain Rate
Status Modifiers
HP Consumption Ground Modifier
| 良 Firm | 稍重 Good | 重 Soft | 不良 Heavy | |
|---|---|---|---|---|
| Turf | 1.00 | 1.00 | 1.02 | 1.02 |
| Dirt | 1.00 | 1.00 | 1.01 | 1.02 |
Late Race Penalty
GutsModifier = 1.0 + (200 / sqrt(600.0 × GutsStat))
Applied to HP consumption during late-race and last spurt only. More guts = less HP penalty in the decisive phase.
Recovery & Depletion
Recovery
All HP recovery skills restore a percentage of MaxHP instantly. HP exceeding MaxHP is wasted. Recovery trigger source (skill condition) differs per skill but the restore logic is identical.
Out of HP
Target speed is set to minimum speed. Deceleration overrides to -1.2 m/s².
Pre-Race Check
Uses BASE wisdom stat. NOT affected by strategy proficiency modifier or in-race skill modifiers. The wisdom check is resolved once before the race starts.
Duration & Cooldown
Duration
Cooldown
Both duration and cooldown scale with course distance. A skill with BaseDuration=1.0 lasts 2.4s on a 2400m course.
Effectiveness
Skill Level Scaling
| Level | Target Speed | Accel | Stat | Recovery / Cur. Speed / Lane Move |
|---|---|---|---|---|
| 1 | 1.00 | 1.00 | 1.00 | 1.00 |
| 2 | 1.01 | 1.02 | 1.01 | 1.02 |
| 3 | 1.04 | 1.04 | 1.02 | 1.04 |
| 4 | 1.07 | 1.06 | 1.03 | 1.06 |
| 5 | 1.10 | 1.08 | 1.04 | 1.08 |
| 6 | 1.13 | 1.10 | 1.05 | 1.10 |
| 7 | 1.16 | 1.125 | 1.06 | 1.12 |
| 8 | 1.19 | 1.15 | 1.07 | 1.14 |
| 9 | 1.22 | 1.175 | 1.08 | 1.16 |
| 10 | 1.25 | 1.20 | 1.10 | 1.18 |
Targeting
Skills do not distinguish friend from foe for targeting or activation counts. Teammates can trigger your skills and count toward max targets. Teammates are excluded from debuff effects.
Trigger Logic
Overview
Position keeping affects target speed during sections 1–10 only. When in normal mode, a check to enter an active mode runs every 2 seconds. Uma exits a mode after running it for 1 section's distance (3 sections for oonige). After exit, 1-second cooldown before the next check.
Non-front runners track distance from the pacemaker. Prior to 1.5 anniversary, the pacemaker was always 1st place among the most forward strategy.
Front Runner / Oonige
Pace Chaser / Late Surger / End Closer
CourseFactor = 0.0008 × (CourseLength − 1000) + 1.0
Distance Thresholds from Pacemaker
| Strategy | Min Distance | Max Distance |
|---|---|---|
| Pace Chaser | 3.0 m | 5.0 × CourseFactor m |
| Late Surger | 6.5 × CourseFactor m | 7.0 × CourseFactor m |
| End Closer | 7.5 × CourseFactor m | 8.0 × CourseFactor m |
Rushed / Kakari
Forced Position During Rushed
| Strategy | Forced Behavior |
|---|---|
| Front Runners | → Enter speed up mode |
| Pace Chasers | → Become runners |
| Late Surgers | → 75% runners, 25% leaders |
| End Closers | → 70% runners, 20% leaders, 10% betweeners |
Early Race Competition
When 2+ front runners or oonige are close together between 150m from start and section 6, lead competition may trigger. Front runners and oonige do NOT compete with each other.
Speed Bonus
Duration = (700 × GutsStat)^0.5 × 0.012 [s]. Always ends at section 9.
HP Cost Multipliers During Lead Competition
| Situation | HP Cost Multiplier |
|---|---|
| Front Runner | 1.4× |
| Front Runner + Rushed | 3.6× |
| Oonige | 3.5× |
| Oonige + Rushed | 7.7× |
Final Straight
On the final straight, uma within 3.0m distance and 0.25 CourseWidth lane gap, after 2 continuous seconds, top 50% placement, and speed gap < 0.6 m/s, triggers a duel. Cannot trigger below 15% HP. Ends if HP drops below 5%.
5th Anniversary
Zenkai Spurt and Wiz Limit Break were added in the 5th anniversary update and require stats above the old 2000 cap.
Wiz stat here uses motivation and skill modifiers, but NOT strategy proficiency modifier.
Phase-Strategy Coefficient for Wiz LB
| Early-race | Mid-race | Late-race | Last Spurt | |
|---|---|---|---|---|
| Front Runner | 0.26 | 0.23 | 0.19 | 0.16 |
| Pace Chaser | 0.21 | 0.21 | 0.21 | 0.21 |
| Late Surger | 0.19 | 0.18 | 0.23 | 0.24 |
| End Closer | 0.15 | 0.17 | 0.25 | 0.27 |
| Oonige | 0.26 | 0.23 | 0.19 | 0.16 |
Wiz Multiplier (Wiz stat − 1200)
| Wiz Excess | Multiplier | Step |
|---|---|---|
| 1–20 | 0.00 | , |
| 21–200 | 0.02–0.20 | +0.02 per 20 |
| 201–220 | 0.20 | , |
| 221–400 | 0.26–0.80 | +0.06 per 20 |
| 401–800 | 0.81–0.99 | +0.01 per 20 |
| 801 | 1.00 | , |
| 901–1801 | 1.01–1.11 | +0.01 per 100 |
| ≥ 1901 | 1.12 | , |
Example: 1325 Wiz is 125 excess → falls in 121–140 range → multiplier 0.14.
Stamina Threshold
If base stamina + skill bonus exceeds 1200, an additional target speed buff activates upon reaching max spurt speed. Lasts until race end.
Stamina Limit Break. Distance Factor
| Course Distance | Factor |
|---|---|
| < 2101m | 0.0× (no effect) |
| < 2201m | 0.5× |
| < 2401m | 1.0× |
| < 2601m | 1.5× |
| ≥ 2601m | 1.8× |
1.5× and 1.8× values updated in October 2024 patch (from 1.2× and 1.5×).
Power Threshold
Requires base Power + skill bonus > 1200. Uma conserves power during the race via position keeping and pace down modes, then releases it as an acceleration burst at last spurt start.
Power stat here is base power (not halved past 1200) plus skill bonus. Duration is ~3 seconds based on observation.
Charge Up. Strategy × Distance Coefficient
| Short | Mile | Mid | Long | |
|---|---|---|---|---|
| Front Runner | 1.0 | 1.0 | 1.0 | 1.0 |
| Pace Chaser | 0.7 | 0.8 | 0.9 | 0.9 |
| Late Surger | 0.75 | 0.7 | 0.875 | 1.0 |
| End Closer | 0.7 | 0.75 | 0.86 | 0.9 |
Activity Coefficients
Race Start
At race start, each uma waits a random delay of up to 0.1s. NOT affected by wisdom stat. Delay > 0.08s = late start.
Delay < 1 frame (0.066s): acceleration and HP consumption unaffected. Delay > 1 frame: no acceleration, HP consumption, or movement on that frame. Loss of acceleration may cause blocking at the start.
Finish
The displayed race time is NOT the actual simulated time. The finish position is interpolated sub-frame for precision beyond 0.0666s.
Winning Margins
Soul's Writeup · Updated May 2026
URA-scenario speedruns that walk Maru or Condor through the G1 ladder. A realistic starter route on a 100% fan-bonus deck clears ~720k fans per career. With higher bonuses and full race attendance the ceiling pushes past 1.1 million.
Why bother
With-bonus column is base × 2 (100% fan-bonus deck). Totals assume every listed race is won. Sacrifice individual races for stat thresholds as needed.
Pick your runner
Both umas can clear all 4 fan races. Maru is the easier ride; Condor is the F2P fallback.
Best option for fan runs. She runs Japan Cup and Arima Kinen both years, and her built-in recovery skill handles the Tenno Sho Spring stamina requirements without needing extra setup.
Best F2P option for fan runs. Can also run Japan Cup and Arima Kinen both years for the same 4-race fan haul.
Deep dive
Ideal aptitudes
Dirt A · Sprint A · Mile A · Med A · Long B
Dirt aptitude is not mandatory, ignoring it costs roughly 25k fans per run.
Seiun Sky parent is optional but enables 8+ length wins, increasing your chance at 5-carat rewards.
These stats carry you through the rest of the career. Drop a couple G2/G3 races if stats are falling short.
Alternate runner
Same 4-race fan haul as Maru. Run her as Front Runner and front-load the stamina support.
Eden of Gaming . Resource Desk
Every renewable currency a free-to-play account touches, with the conversion math EOG uses to plan sustainable spending. Numbers are placeholders pending the EOG editorial pass.
EOG verdict pendingPremium currency
Renewable Carat income for a free-to-play account. Plan around a steady monthly haul rather than one-off windfalls.
| Source | Amount | Unit |
|---|---|---|
| Daily missions | 30 | Carats/day |
| Weekly login | 110 | Carats/week |
| Bingo events | 1,260 | Carats/event (~1 per month) |
| Champions Meeting (Graded win all) | 3,600 | Carats/month (ceiling) |
| Champions Meeting (Open win all) | 1,940 | Carats/month (ceiling) |
| Team Trials weekly (Class 6) | 375 | Carats/week |
| Team Trials weekly (Class 3) | 75 | Carats/week |
| Weekly PvP rewards | 250 | Carats/week (ceiling) |
Guild economy
A daily-capped social currency. Both income paths combine to a hard ceiling, so spend deliberately on roster-defining pulls.
| Source | Max Daily |
|---|---|
| Uma borrowing (10 per borrow, max 10 borrows) | 100 |
| Giving shoes (5 per shoe, max 20 shoes) | 100 |
| Class | Friend Points |
|---|---|
| Class 6 | 5,000 |
| Class 5 | 4,000 |
Note
Difficult to earn Friend Points without an MLB SSR support card in your pool.
Star upgrades
Used to unlock/upgrade uma star levels. The piece total needed depends on how many copies you already hold.
| Starting point | To 4-Star | To 5-Star |
|---|---|---|
| No bonus pieces | 750 | 2,250 |
| Off-banner 3★ (60 pieces) | 450 | 1,950 |
| Rate up 3★ (90 pieces) | 300 | 1,800 |
| 4★ (e.g. from Legend Race) | N/A | 1,250 |
Cap
5:1 ratio cap applies after 50 statues spent
Free uma unlocks
JP server feature — not yet on Global at time of source writing
Global outlook
Sourced from the JP server. Treat the targets above as forward-looking. Confirm specifics once the feature reaches Global.
Side resources
Minor currencies and the early-account math that decides how fast a fresh roster compounds.
Do NOT destroy the Haru Urara Guts SSR welfare card for Cleats
Collecting 150 pieces for a 3-star uma from the shop costs over 2 million money and takes years — not a practical path
Sourced from global-ref-doc . umareference . updated 2026-06-30
Eden of Gaming · Umamusume
Welcome to the racing grounds of Eden, where trainers, whales, and free-to-plays alike chase glory (and sometimes sleep). Pick your category, read the requirements, and hit apply.
Apply by category
Requirements Eden Rank 1 (9 months consecutively) across 6 total clubs. Active Top 10 placement.
For trainers who live on cooldown timers and race spreadsheets.
Apply via DiscordRequirements Milestone pushers. Flexible comms. Balanced lifestyle.
Perfect for high performers who still touch grass occasionally.
Apply via DiscordRequirements Daily play with reliable event sign-ups.
Ideal for grinders improving form and tempo.
Apply via DiscordRequirements Daily, comfy clears, social races, collecting and bonding focus.
For relaxed trainers who just love their umas.
Apply via DiscordFor leaders of smaller clubs or members seeking a new home under Eden's banner.
Apply via DiscordFor internal Eden of Gaming club transfers.
Apply via DiscordHow to apply
Free to join · Application reviewed by club leads
FAQ (speedrun)
Do I need to whale?
No. Flex if you want, responsibly.
What if I only train one uma?
That’s fine. We build around specialists and flex trainers.
My schedule is potato.
Tell us your schedule. Potatoes still mash.
If you're coachable, consistent, or just bring snacks to team races, there’s a place for you here.
Daily fan-earning intelligence across the Eden of Gaming Umamusume club network, refreshed daily. Pick the clubs you lead, then read the picture: who is carrying against 1M / 3M / 5M-per-day pace, the whole month day by day, who is under quota and by how much, and which clubs are near promotion. Set a daily quota to auto-build a copy-paste callout for the members who are behind.
Members bucketed by average fans earned per active day.
| Day | Gained | Active | Avg / active | ≥1M | ≥3M | ≥5M | Cumulative |
|---|---|---|---|---|---|---|---|
| Jul 14 | 36M | 12 | 3.0M | 9 | 5 | 3 | 471M |
| Jul 13 | 37M | 12 | 3.0M | 8 | 5 | 3 | 435M |
| Jul 12 | 35M | 12 | 2.9M | 9 | 5 | 3 | 398M |
| Jul 11 | 35M | 11 | 3.1M | 8 | 4 | 3 | 363M |
| Jul 10 | 33M | 11 | 3.0M | 9 | 5 | 3 | 328M |
| Jul 9 | 37M | 11 | 3.4M | 7 | 5 | 3 | 296M |
| Jul 8 | 35M | 11 | 3.1M | 9 | 4 | 3 | 259M |
| Jul 7 | 31M | 11 | 2.8M | 8 | 5 | 3 | 224M |
| Jul 6 | 34M | 11 | 3.1M | 9 | 5 | 3 | 193M |
| Jul 5 | 35M | 10 | 3.5M | 7 | 4 | 3 | 159M |
| Jul 4 | 34M | 11 | 3.1M | 9 | 5 | 3 | 125M |
| Jul 3 | 31M | 11 | 2.8M | 8 | 5 | 3 | 91M |
| Jul 2 | 31M | 10 | 3.1M | 7 | 4 | 3 | 60M |
| Jul 1 | 28M | 10 | 2.8M | 8 | 5 | 2 | 28M |
"Fans this month" uses each member's month-start baseline, so it counts day 1 and any missed days. The rows and Cumulative column count only recorded day-to-day gains, so they can read a little lower.
2.14B to promote · 810M cushion
Needs 126M/day to promote · 17d left
1.39B to promote · 520M cushion
Needs 82M/day to promote · 17d left
910M to promote · 340M cushion
Needs 54M/day to promote · 17d left
| Club | Rank | MoM | Points | Pace / day | Projected | Need / day | Verdict |
|---|---|---|---|---|---|---|---|
| Eden | #9 | ▲ 2 | 4.17B | 298M | 9.24B | 0 | Holding · +67M |
| Embolden | #20 | ▲ 2 | 3.51B | 251M | 7.78B | 35M | On pace to enter |
| Eminence | #33 | ▼ 3 | 2.88B | 206M | 6.39B | 72M | On pace to enter |
Preview data. To go live, set uma_key and UMAMOE_CIRCLE_IDS in the Vercel project env. The key stays server-side in api/uma-guild.js and is never sent to the browser.
Fan progress across the Eden of Gaming Umamusume club network, refreshed daily. Set a fan quota below (daily or weekly): a member is on track when their month pace (fans earned this month per day elapsed) meets it, and behind when it does not. Click a club to open its full roster and member movement.
| Member | Club | Total fans | Pace / day | 7-day gain ▼ | Status |
|---|---|---|---|---|---|
| 3.48B | 7.3M | +53.1M | On track | ||
| 3.12B | 6.5M | +50.0M | On track | ||
| 2.93B | 6.3M | +46.1M | On track | ||
| 2.01B | 4.0M | +28.4M | Behind -14.1M | ||
| 1.64B | 3.1M | +21.6M | Behind -26.8M | ||
| 1.21B | 2.2M | +15.3M | Behind -39.7M | ||
| 986.3M | 1.6M | +11.2M | Behind -47.6M | ||
| 1.15B | 1.1M | +8.0M | Behind -55.1M | ||
| 612.4M | 814.3K | +6.9M | Behind -58.6M | ||
| 742.9M | 450.0K | +3.0M | Behind -63.7M | ||
| 421.7M | 107.1K | +1.5M | Behind -68.5M | ||
| 388.1M | 200.0K | +1.4M | Behind -67.2M |
Showing 12 of 12 members.
This is preview data. To go live, set uma_key and UMAMOE_CIRCLE_IDS in the Vercel project env. The key stays server-side in api/uma-guild.js and is never sent to the browser.
Recruiting lookup for the Eden of Gaming club network. Search any trainer or guild by name to see their current club, full guild history, and fan output, so you know exactly who is worth an invite. Open profiles and free agents are flagged.
Tip: search a guild name to browse its roster, or a trainer name to open their history. Minimum 2 characters.
A ranked list of the game's top daily earners (7M+ fans per day) and the guilds they currently play for, to help with recruiting. Access is password protected. Enter the guild password to unlock.
Interactive Umamusume database and planning tools for the Eden of Gaming guild network. Browse every support card, trainee, and skill, plan a support deck by synergy, sort the tier lists live, and track the banner calendar.
Card, uma, and skill data adapted from the community alpha123/uma-tools project (GPL-3.0). Banner timeline from EOG research. Free community content, not monetised.
Eden of Gaming Hub
Browse the Eden of Gaming reference set for Umamusume. Switch between support cards, trainee outfits, and skills, then search and filter to find an entry. Open any row for its details, and follow the GameTora link for exhaustive per-entry numbers.
Eden of Gaming reference data. Per-entry numbers and art credit: GameTora.
Eden of Gaming's working set of trusted Umamusume resources, deduped and vetted down to the tools and guides experienced trainers actually keep open. Global-relevant first, with JP look-ahead noted where it matters. EOG links and credits these; we do not host or monetise them.
First reads for a fresh Global account.
Step-by-step Global onboarding: reroll for support cards rather than characters, best starter targets, tutorial-skip mechanics, and training fundamentals. Written for the Global server, not auto-translated JP content.
Hosted on GameTora, the community's canonical fansite, and authored specifically for Global.
Plain-language walkthrough of the core loop: Career Mode, training, stamina, support cards, gacha, daily and Legend races, and Team Trials. The best single first read after installing.
On the most-trusted Umamusume database; substantive and accurate with Global release context.
Global-focused strategy hub with current build templates by scenario, training-priority and running-style models, per-character guides by role and distance, and a curated external-resource list.
Explicitly Global-targeted, kept current with the latest scenarios, and curates the same trusted sources experienced players rely on.
Career-mode mechanics and per-scenario strategy.
Full breakdown of the foundational URA Finale career: base training values, facility mechanics, fan thresholds for unique-skill upgrades, fixed events, and the finals race. Flags Global vs JP stat caps.
From the community-standard database; mechanically detailed and version-aware.
Guide to the team-based Unity Cup scenario: team assembly, six-monthly team races, Spirit Explosions, facility levels tied to team rank, and S/S+ targets, including how strategy differs from URA.
Community-standard database with the correct Global release date and accurate scenario mechanics.
Pick your trainee plus six support cards, then look up any event mid-run to see exactly what each choice rewards before you commit. Removes the guesswork from event choices.
The standard event-lookup tool the whole community uses; live and functional.
Explains the five stats and how aptitude scales performance, with practical targets: stamina floors per distance, the power band most courses want, and why Wit is raised for skill-proc chance.
Part of the maintained Global-Edition guide by Erzzy; concise and aligned with the 1200 stat cap and current meta thresholds.
Deck building and trainee tier guidance.
Stats-based, deck-aware support-card ranking, not a static list. Enter the cards you run and it scores the best card to add next, with rankings that vary by limit-break level so you can see if LB0 is fine. Has a Global view.
Long-standing, open-source (Euophrys/umamusume-tierlist), and community-recognized as the canonical analytic support-card tool.
Support-card tier generator and deck builder. Set distance and running style, generate rankings, and assemble a six-card deck while it analyzes synergy, stat distribution, and hint effectiveness.
Open-source, actively maintained, credits the Euophrys methodology, and properly attributes Cygames IP.
Full support-card database with effect breakdowns and a side-by-side compare tool for deck construction. The objective data layer to pair with a stats-based tier list.
GameTora hub data; manually verified and globally scoped.
Frequently updated trainee tier list split into Overall, Training Easiness, Team Trials, and current Champions Meeting, weighing inheritance and reliability. A quick who-to-train reference.
Large, professionally maintained wiki with frequent dated updates tracking the current Global scenario and CM. Cross-check fine numbers against GameTora.
A 45-chapter PvP-focused written guide: support-card builds by scenario, support tier lists, per-character reviews, stat-priority models, and breeding planning. Strong for players moving past beginner into optimization.
Single-author Global Edition by Erzzy, actively dated and updated (last refreshed Apr 2026), and cross-linked by other reputable hubs.
Race simulation and competitive team strategy.
The canonical race simulator. Build two Umas (stats, strategy, skills) on a chosen course and run many simulated races to see which finishes faster and how often, with skill-activation timing. The standard way to validate CM builds.
The original community sim that later clones are based on, built on alpha123's open-source tooling, with a dedicated Global build.
Deep CM handbook: brackets, team-making, role composition (Nige, Senko, Oikomi), debuffer strategy, course-specific prep, and a guided section on using the Umalator.
Maintained Global-focused fan guide by Erzzy that integrates the Umalator and current tournament parameters.
Dedicated Team Trials walkthrough covering format, scoring, and how to build a roster that clears the rotating tracks for steady PvP rewards.
Same maintained, Global-focused umareference guide; widely linked in the English community.
Skill-by-skill evaluation from Essential to Useless, with separate Team Trials and Champions Meeting tiers and track-dependency notes. The opinionated companion to GameTora's raw skill data.
Maintained by the umareference team with format-specific tiering rather than one generic list.
Sparks, factors, and parent planning.
Pick your trainee plus parents and grandparents and it computes inheritance compatibility, helping you hit the double-circle threshold that boosts blue, red, and green factor inheritance rates.
The community-standard affinity calculator; accurate and globally usable.
End-to-end explanation of the legacy system: how parents and grandparents pass stat bonuses, aptitude, and skill hints via sparks, plus legacy loops and double-circle setups. A solid primer before using the calculators.
From the recognized community database; clear, accurate mechanics covering both JP-era and Global context.
Practical breeding planning: which factor (spark) combos to deliberately build, how affinity and spark inheritance stack, target stat thresholds for blue sparks, and a "Parents to Try Making" subsection.
Part of the maintained Global-focused umareference guide; the most thorough community writeup on intentional breeding.
Beginner-friendly explanation of the four spark colors, how sparks are earned and inherited from legacies and sub-legacies, and how to read them when planning parents.
Part of the maintained uma.guide hub; clear and aimed at the Global audience.
Friend and support-card finder for sourcing inheritance parents. Filter by blue, red, and green/unique factors, max-limit-break cards, scenario, running style, skill count, and G1 wins to find strong rental parents.
Purpose-built multi-language friend database with a dedicated Global instance; a commonly shared utility for factor hunting.
Core reference data and planning calculators.
The single most-used Umamusume reference. Interactive databases for characters, support cards, skills, races, racetracks, scenarios, and G1 factors, plus the event helper, affinity calculator, gacha simulator, banner planner, and compare tools. Tracks JP vs Global differences.
The de-facto community standard, manually curated, actively maintained, and explicitly supporting the Global server.
Searchable, filterable database of every skill with exact effects, activation conditions, distance/style/track requirements, and SP costs. The authoritative place to verify what a skill does before building toward it.
Data-driven rather than opinion, so it does not go stale the way written tier lists can.
Plan carat spending: input carats, tickets, and free pulls to see how many rolls you can afford, with cumulative rate-up odds for a target character or support card. The cleanest pull-or-save decision tool.
On the community-standard database; performs real odds and resource math against live banner data.
Tool-oriented companion hub: deck builder, training simulator, skills database, track browser, roster viewer, CM planner, and support-card compare, plus written guides and card reviews. Strong for newer-to-intermediate trainers.
Maintained community site with active New Articles and Current Events sections tracking live content; broadly cited as a quality reference.
Open-source TypeScript libraries for simulating races and parsing skill activation conditions, the engine behind the Umalator. For verifying methodology, contributing, or self-hosting. Transparent about a few not-yet-implemented effects.
Source repo of the community-standard race sim, GPL-3.0, with honest documented caveats, exactly the trust signal a content-first hub wants.
Banner timing and JP look-ahead.
Upcoming-banner and release-order tracker for Global, with monthly schedule pages and which-banner-to-pull guidance. Projects the JP-derived schedule adjusted to Global pacing, with explicit estimate caveats.
Large established gaming-wiki publisher; actively updated and the most-referenced English banner-schedule source. Dates are JP-derived estimates, so use judiciously.
Banner database covering current and historical gacha with featured characters and support cards. Useful for confirming what is live now and cross-checking schedule estimates.
Data-driven banner records from the canonical fansite rather than editorialized predictions.
JP-server data and translated official news (characters, voice actors, articles) with an open API. A reliable look-ahead at what is coming to Global, and a structured data source for tooling.
Established data and translation site with a documented public API used by community tooling; clearly JP-scoped.
Where trainers gather and crowd-source answers.
The main English-language community: pinned new-player FAQs, daily question threads, gacha megathreads, and a sidebar wiki that curates the trusted tools above. The best place to sanity-check evolving Global meta.
Largest and longest-running English Umamusume community and the canonical aggregator of the vetted tools.
The official Global community Discord for first-party news, announcements, and large-scale player chat.
The official English server promoted on the official Umamusume accounts; authoritative for first-party Global news.
Large fan-run general English server for help channels, gameplay chat, friend sharing, and resource links.
Long-standing, very large fan community and one of the most-cited general English Discords for the game.
Competitive-focused Global server for Champions Meeting and Team Trials strategy, build theorycrafting, and end-game discussion. For serious PvP planning beyond casual servers.
Well-known competitive community server frequently referenced for end-game and PvP discussion.
These are independent community resources. Eden of Gaming links and credits them so you can find the best of what already exists; we do not host, mirror, or monetise their content. Found a broken link or a guide we should add? Tell us in the EOG Discord.
Live Umamusume meta, Kitasan Black training breakdowns, and Champions Meeting strategy.
Free to join