Umamusume: Pretty Derby

Umamusume: Pretty Derby

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Quick tips for beginners
由 DLan 制作
Just some basic stuff I know. Might be outdated or slightly off since I haven’t played in a while and the game keeps updating.
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Understand the Stats
- Speed: Max speed your Uma can reach. Almost always the most important stat.
- Stamina: How long your Uma can maintain Speed. Critical for medium/long distance.
- Power: Affects acceleration, and performance on uphill tracks.
- Guts: Influences how much speed is kept at the very end of the race (the “last spurt”).
- Wit (Intelligence): Decides how often your skills activate and reduces wasted movement.
Understand Support Cards
Support Cards give training bonuses and skills (always pick the one with the right skill).

  • Friendship Bonus (%)
    Boosts training efficiency when the Support Card is in Friendship Training (the rainbow glow state). Higher = bigger stat gains.
  • Mood Effect (%)
    Increases how much your Uma’s mood condition (Good/Bad) influences training. Mostly niche, but can matter in longer training runs.
  • Initial Friendship Gauge (+X)
    Starts the card with a higher friendship bar, meaning you’ll unlock Friendship Training faster. Good cards often give 35+.
  • Hint Level (Lv. X)
    When this Support Card gives you a skill hint, the hint level is higher → meaning cheaper SP cost to learn that skill.
  • Hint Frequency (%)
    Affects how often this card gives you skill hints during training events.
  • Specialty Priority (X)
    Increases the chance this card shows up in its preferred training type (Speed/Stamina/Power/etc). For example, Speed cards with high Specialty will more often appear in Speed training, letting you stack stats efficiently.
  • Stat Bonus (e.g. Speed Bonus, Power Bonus, etc.)
    Adds extra stat gain of that type whenever you train together, even if the training type isn’t the same.
  • Training Bonus (%)
    Increases the overall effectiveness of training whenever this card is present, stacking with Friendship Bonus.
  • Race Bonus (%)
    Increases the amount of stat points gained from races. Important if you plan to run lots of G1s. Super useful for the scenarios coming up next.
  • Fan Bonus (%)
    Increases how many fans you gain from races. Useful since many story events and skills are locked behind fan count milestones, but really not that matter.
  • Initial Stats (+X)
    Some cards give flat boosts at the start (like +20 Speed or +20 Stamina). Helps a lot for smoother early game.



What makes a “good” Support Card?
  • High Friendship Bonus and Training Effectiveness for strong stat growth.
  • Decent Specialty Priority so they actually show up in the right training.
  • Strong and relevant skill pool (for the Uma you want to train).
  • Ideally, some Initial Friendship/Stats to get going faster.

What is a “Unique Perk”?
Unique Perk = the card’s built-in special effect unlocked at card level Lv30. Most uniques are a combo of two support effects
  • Top-tier uniques usually include at least one of : Training Effectiveness, Friendship Bonus, Specialty Priority, or an always-on Stat Bonus/strong early-game piece like Initial Friendship Gauge.
  • Conditional uniques (e.g., “gain +Guts Bonus when bond ≥ 80”) are good if they align with rainbow stacking; weaker if they rarely trigger.


Pal/Friend-type Support Cards & Scenario Link (why they matter)
What they do
  • Unlock/upgrade Outing-style actions (safe energy restore, mood up, skill point, sometimes Failure Rate Down). This smooths your runs and keeps training consistent.
  • Give strong early-game stability: Initial Friendship Gauge, event heals, easier access to rainbow turns later.
  • Often come with Scenario Link bonuses—extra events/effects that trigger only in that scenario—for a sizable power spike when active.
What makes a Friend card “good”
  • A Scenario Link that actually matters in the current scenario. (When a new scenario releases, its linked Pal card typically appears/returns in the pool.)
  • Unique Perk that helps training quality/consistency: Training Effectiveness, Friendship Bonus, Initial Friendship Gauge, Failure Rate Down, or useful Stat Bonus.
  • Event table that gives reliable energy heals/skill point/mood and helps you hit rainbow earlier.

Support Cards Tier List
Check these sources — tier lists shift with every Scenario.
EN

JP

CN
Understand the Skills
Understand the Skills (what’s good and what’s not) (rule of thumb)
Just some basic stuff I know — could be a bit off if patches changed values.

Quick tiers by type
  • S-tier: Reliable acceleration that fires in the final phase (final corner/last spurt), and lines up with your Running Style. These win races.
  • A-tier: Long-window speed-up that triggers mid–late; strong positioning skills that keep your Uma in its ideal lane/pack; stamina recovery/heals for medium–long distance.
  • B-tier / situational: “Green” condition skills (weather/track condition/gate number, etc.), terrain-type specifics, or skills that only shine on certain tracks or team comps.
  • Low value: Tiny early-race speed-ups, ultra-short/narrow-window procs, random low-rate effects, or skills that don’t match your Running Style (e.g., start-dash buffs on a Chaser).

How to judge a skill fast
  • Timing > everything: Late-phase acceleration usually beats early/mid speed. Window needs to overlap with where the race is decided.
  • Condition strictness: The more conditions (place, lane, position, rival in front, mood, etc.), the less reliable. Prefer “easy to meet” triggers.
  • Effect type & stacking: Accel doesn’t stack well if it never lines up; too many tiny speed-ups have diminishing returns. Mix 1–2 strong accel with a few reliable speed/position skills.
  • Synergy with distance/style: Long distance needs Stamina recovery and Wit to fire skills; Short distance focus on burst accel. Front Runner likes “maintain lead” skills; Chaser likes “overtake in final corner.”
  • SP efficiency: Gold (rare) skills cost more SP; worth it only if timing/condition is right. Sometimes two good whites beat one awkward gold.

Skills that are often not worth it
  • Early-race micro speed-ups that end before the race matters.
  • Ultra-specific “greens” you rarely meet (e.g., niche weather/gate only).
  • Random low-proc gimmicks that don’t line up with your finisher window.
  • Skills that fight your plan (e.g., pushing forward on a Chaser build).

Character-specific power: Unique Skill & Skill Evolutions
  • Unique Skill (character signature): Treat it like a super gold. Judge by the same rubric: when it fires (final > mid), how strict the condition is, and what it gives (accel > speed > misc). If it almost never activates, it’s dead weight.
  • Build around the kit: Pick distance/style, Support Card skills, and Legacy Factors that help the Unique skills meet their triggers (e.g., hold a lead vs. setup a late overtake).

Beginner mistakes to avoid
  • Stacking lots of early speed and getting blown up in the last stretch.
  • Buying expensive golds that rarely trigger—reliability beats “theory DPS.”
  • Ignoring recovery on medium/long routes (you gas out before your finisher).
  • Taking skills that contradict your Running Style plan.

Skills Tier List
Skills are hard to rate because many require player testing and data mining. Lists also shift by Scenario and balance patches.
Many JP/TW/CN players publish tier lists for skills. If you want to dig deep, look up Japanese n Chinese guides with auto-translate — they’re gold mines.
EN

JP All skills

CN All skills
Understand the Legacy (Inheritance) System
What Legacy does (the 3 inheritance events)
  • Inheritance happens 3 times per run: Career start, Classic April, Senior April. You gain stats, aptitude bumps, and skill hints based on your Parents + Grandparents.
  • You can borrow one Parent from friends; this is huge early on.
  • Compatibility matters — aim for (double circle) between Trainee and Parents to make results more consistent.
  • Use affinity calculator
    Affinity calculator[gametora.com]

Sparks types (what to aim for)
  • Blue = Stat Factors (Speed / Stamina / Power / Guts / Wits) — add flat stats at start and again during the April events. ★ count = stronger boosts. Core targets for most builds.
  • Red = Aptitude Factors (Track / Distance / Style) — raise Turf/Dirt, Sprint/Mile/Medium/Long, and Front/Pace/Late/End grades. Start-of-career raises cap at A; mid-career inherits can push to S.
  • Green = Unique Skill Factor — lets the child get hint levels for a Parent’s Unique (character signature) if it procs.
  • White = Skill / Race Factors — pass normal skill hints or small stat boosts tied to specific G1 races the Parent won. Great to sprinkle late accel/recovery/positioning hints.

Fast rules you can use
  • Stat gains from Blue: at Career start, typical values are about 5 / 12 / 21 for ★1 / ★2 / ★3 on that stat; you can also get extra stats at the April inheritance events.
  • How many Red ★ to reach A: Roughly 1★ → one grade up the first time, then +3★ per additional grade. Examples (start-of-career totals across Parents/Grandparents): D→A = 7★, E→A = 10★. You need in-run inheritance to hit S.
  • Unique sparks source: only Parents with ★★★ rarity (or awakened to ★3) can generate the Green Unique factor at the end of their run.
  • White skill/race factors: don’t trigger at start — they can proc during the April events, and results vary (RNG).

What makes a “good” Legacy Uma
  • Blue core: ★★★ in the stat that your route struggles to cap.
  • Red plan: Enough Distance/Track/Style ★ to start at A in your target (e.g., Dirt A or Long A), and try to push S via the mid-run events.
  • Green value: Parent’s Unique that actually helps (late-phase accel/speed or reliable positioning). If it rarely triggers, it’s dead weight.
  • White support: Late-phase accel, recovery, or positioning skill factors; key G1 race factors that add small stat bumps or handy hints.
  • High compatibility(Affinity) (◎) with the Trainee and between Parents — makes inheritance more consistent(it will inherit more sparks which mean more skills and higher stats).

Building your “legacy loop” (mid-term plan)
  • Pick 3–4 characters with good Affinity and target the same race plan; train them in rotation so each becomes a better Parent for the others.
  • Keep renting a strong friend Parent to plug holes (e.g., missing ★★★ Blue, or Dirt/Long Red coverage).
  • Repeat until your loop holds multiple ★★★ Blue stats and enough Red ★ to start at A consistently.


What affects Affinity (◎ / 〇 / △)

Higher Affinity means stronger, more reliable inheritance rolls. It’s calculated from your Trainee + both Parents + their Parents (6 total).

The main things that move your compatibility score
  • Character-group relations — Pairs (and trios) that share story/lore groups (same class/team/dorm, canonical relationships, etc.) add points. These are predefined “groups” the game checks across your Trainee–Parent–Grandparent combos.
  • Shared aptitudes — Similar Track (Turf/Dirt), Distance (Sprint/Mile/Medium/Long), and Running Style (Front/Pace/Late/End) trend toward better compatibility.
  • Parent–Grandparent structure matters — The game sums points from: Trainee↔Parent matches, Trainee↔Parent↔Grandparent trios, and Parent↔Parent pairs (your two Parents together). More overlaps across these checks = higher total.
  • “Same G1 wins” bonus (JP server) — On JP, you get a hidden +3 for each G1 won by both a Parent and its Sub-Parent, or by both Parents. This stacks across races. Global may get this later via balance patch.
  • Overall grade (◎ / 〇 / △) — The final symbol you see (double circle / circle / triangle) reflects that total. Higher grades raise inheritance activation and stat gains.

How to raise compatibility in practice
  • Use a calculator to help you pick the parents..
  • Align aptitudes: target the same Track/Distance/Style family on both sides so overlaps hit multiple checks.
  • [JP] Farm the same G1s on Parents/Grandparents to stack the hidden +3s; [Global] treat this as future-proofing if the patch isn’t live yet.
  • Build a small legacy loop (3–4 girls) that are mutually compatible, and rotate them so every run stays 〇→◎.


2 条留言
miggy 9 月 13 日 下午 11:35 
This was extremely helpful, thank you so much!!:steamthumbsup:
Zazie Stockstill 9 月 13 日 上午 7:36 
dear god, whatever happened to just being able to play a game for fun?