Uma Musume Skills Spreadsheet CM5: Team Trials Guide
Table of Contents
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Raw Content
Uma Musume Skills Spreadsheet
Last Update: November 11th, 2025
In the midst of updating
the sheet for CM5
info by @dylank0 formatted by @sayaduck Last Update:
July 24th, 2025
Fixed debuff skills not
showing up in tierlist
Things to note before reading ↓
Ranks
⍟ ◎ ◯ ▲ △ ✕
Absolutely
necessary or
essential skills
These skills are
generally the
best skills
available (for
their respective
distances/styles)
These skills are
good but they
fall short of ◎,
possibly due to
their potency or
their conditions
These skills are
situational,
they could be
anywhere from
◎ to ✕
depending
on the situation
Take these skills
only if you have
excess SP, or
if you have no
other options
for skills
These skills are
downright
useless or very
inconsistent,
never take these
skills
Glossary
m/s m꜀/s m/s m/s² HP FoV
Target Speed Current Speed Lateral Speed Acceleration HP/Stamina Vision
You can use CTRL+F (or Find & Replace on mobile) to find the skill you're looking for.
Hope this helps you!
Disclaimer
Note that most skills are dependent on the track (especially ▲ ones),
if you're unsure about whether a skill is effective, dm @dylank0 or ask your closest JP vet
Skill Name Rank (Team Trials) Rank (CM5) Score/SP Base Cost Ground/Distance/Style Base Duration(s) Effect Precondition(s) Condition(s) Why?
[Run Style] Corners ◯ ◎ ◎ 3.85 130
[Run Style] 3
0.15m/s
/
Random Point on Random Corner Cheap and consistent, they are must-haves
[Run Style] Corners ◎ △ ◎ 1.85 130+140 0.25m/s
[Run Style] Straightaways ◯ ◎ ◎ 3.85 130
3
0.15m/s Random Point on Random Straight
[Run Style] Straightaways ◎ △ ◎ 1.85 130+140 0.25m/s
[Distance] Corners ◯ ◎ ◎ 5.00 100
[Distance] 3
0.15m/s Random Point on Random Corner
[Distance] Corners ◎ △ ◎ 2.38 100+110 0.25m/s
[Distance] Straightaways ◯ ◎ ◎ 5.00 100
3
0.15m/s Random Point on Random Straight
[Distance] Straightaways ◎ △ ◎ 2.38 100+110 0.25m/s Corner Adept ◯ △ △ 2.78 180
/
2.4 (30s CD) 0.15m/s
/
Random Point on Random Corner Consistent, but expensive Professor of Curvature ◯ ◯ 3.33 180+180 0.35m/s Rare ver. has greater speed boost making it more worth to acquire Straightaway Adept △ △ 2.94 170
2.4 (30s CD) 0.15m/s Random Point on any Straight Duration is only 0.9s, but consistent activation so still usable Beeline Burst ◯ ◯ 3.53 170+170 0.35m/s Rare ver. increases speed boost effect but it's still plagued by its abysmal 0.9s base duration Ramp Up ◯ ◯ 2.94 170
1.8 (30s CD) 0.15m/s Overtake, during Mid-Race Consistent. Even better when used in tandem with Tail Held High, Slipstream, and Playtime's Over!
It's On! ◯ ◯ 3.53 170+170 0.35m/s Homestretch Haste ◯ △ 2.94 170
2.4
0.15m/s
In Last Spurt Mode, at Random Point during Last Spurt Useful and (fairly) consistent Last Spurt speed boost, falls short of ◎ because it could activate at the very end of a race
In Body and Mind ◯ ◯ 3.53 170+170 0.35m/s Uma Stan ◎ △ 3.13 160
3
0.15m/s ≥3 Nearby Uma(s), ≥5s after Race Start Good speed skill, can help to release PDM on some longer tracks Uma Mania ◎ △ 3.75 160+160 0.35m/s Tail Held High ◎ ◎ 5.00 100 3 0.15m/s ≥3 Skill Activations, during Mid-Race Cheap and consistent, though note the condition of requiring 3 skill activations before acquiring it Slipstream ◎ ◎ 3.13 160 3 (30s CD) 0.15m/s Another Uma right infront for ≥3s, ≥10s after Race Start Consistent and facilitates overtaking when activated Playtime's Over! ◎ ◎ 3.13 160 3 (30s CD) 0.15m/s Another Uma directly behind for ≥3s, ≥10s after Race Start Consistent and improves Uma's capacity to maintain her placement
Ignited Spirit SPD △ ◯ 2.50 200
1.8
0.15m/s Random Point during Mid-Race 1.8s isn't very long and it costs 200 base SP
Burning Spirit SPD △ ◯ 3.00 200+200 0.35m/s
Ignited Spirit GUTS ◯ ◯ 2.50 200
1.8
0.05m/s & 0.1m/s² Random Point during Late-Race Good random Late-Race accel but in the game's current state, Burning Spirit GUTS ◎ ◎ 3.00 200+200 0.25m/s & 0.3m/s² this skill's effect is likely 80% (when Total Guts ≤ 1200) or 90% (when 1200 < Total Guts ≤ 1600) Fast-Paced ◎ ◎ 2.78 180 Front Runner 3
0.15m/s First Half of the Pack, at Random Point during Mid-Race Consistent with easy conditions. Helps Front Runners maintain/regain their lead during the Mid-Race Escape Artist ◎ ◎ 3.33 180+180 0.35m/s Leader's Pride ✕ ◯ 2.78 180 3 0.15m/s Be overtaken OR Blocked from the Side(s), during Early-Race or Mid-Race, ≥5s after Race Start Inconsistent activation during Early-Race where overtaking doesn't happen frequently or consistently, consistency is directly proportional to track distance Prepared to Pass △ △ 2.78 180 Pace Chaser 1.8
0.15m/s First Half of the Pack, at Random Point on Final Corner 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. Speed Star △ ◯ 3.33 180+180 0.35m/s 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) Position Pilfer ◯ ◯ 2.78 180
Late Surger 2.4
0.15m/s 6th-9th/7th-12th Place, at Random Point during Mid-Race Consistent Fast & Furious ◯ ◎ 3.33 180+180 0.35m/s Outer Swell ◯ ◎ 2.78 180
3
0.15m/s Overtake Uma closer to the Inner Fence than you, on Final Corner Somewhat 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. Rising Dragon ◯ ◎ 3.33 180+180 0.35m/s 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) 1,500,000 CC ◎ ◎ 4.17 120 2.4 0.15m/s Random Point on Random Uphill Cheap and consistent Masterful Gambit ✕ ✕ 2.78 180 End Closer 3
0.15m/s Last Half of the Pack (by Distance), at Random Point during Late-Race Extremely 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 ✕ ✕ 3.33 180+180 0.35m/s Gap Closer ▲ ✕ 3.13 160 Sprint 3
0.15m/s & 0.05m/s² 6th-9th/7th-12th Place, at Random Point during Late-Race Decent for Sprint Late Surgers/End Closers (only King Halo for now) Blinding Flash ▲ ✕ 3.75 160+160 0.35m/s & 0.1m/s² Huge Lead ✕ ✕ 2.94 170
3
0.15m/s 1st Place, during Mid-Race, ≥7.5m ahead of Uma behind 12.5m lead is highly unfeasible, this skill will almost never activate Staggering Lead ✕ ✕ 3.53 170+170 0.35m/s Productive Plan ◯ ◯ 3.13 160 Mile
3
0.15m/s First Half of the Pack, at Random Point during Early-Race, ≥5s After Race Start Mostly 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). Speed Maven ◎ ◯ 3.75 160+160 0.35m/s 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 ◯ ◯ 3.13 160
2.4
0.15m/s First Half of the Pack, at Random Point during Mid-Race Consistent Changing Gears ◯ ◎ 3.75 160+160 0.35m/s Unyielding Spirit ◎ ◯ 4.17 120
2.4
0.15m/s Have Overtake Target, ≥5s after Race Start Cheap and consistent Big-Sisterly ◎ ◎ 5.00 120+120 0.35m/s Up-Tempo ◯ ✕ 3.13 160 Medium
2.4
0.15m/s First Half of the Pack, at Random Point during Mid-Race Consistent Killer Tunes ◯ ✕ 3.75 160+160 0.35m/s Steadfast △ ✕ 3.13 160
3
0.15m/s & 0.05m/s² Be overtaken, on Final Corner Essentially a band-aid protective measure against losing the lead on the Final Corner, could be good but it's very situational Unyielding △ ✕ 3.75 160+160 0.35m/s & 0.1m/s²
Inside Scoop △ ✕ 3.13 160
Long
3
0.15m/s Right Beside Inner Fence, on Final Corner Somewhat 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 △ ✕ 3.75 160+160 0.35m/s Keeping the Lead △ ✕ 3.13 160
3
0.15m/s 1st Place, at Random Point during Mid-Race, ≥2.5m ahead of Uma behind 7.5m lead is unfeasible, this skill will mostly never activate Vanguard Spirit △ ✕ 3.75 160+160 0.35m/s Pressure △ ✕ 3.13 160
3
0.15m/s Overtake, during Late-Race Overtakes and consequently, Target Speed boost is likely to occur toward the beginning of Last Spurt Mode, Overwhelming Pressure △ ✕ 3.75 160+160 0.35m/s rendering it useless (doesn't actually increase speed since Uma's Current Speed hasn't reached Target Speed) Top Pick △ ✕ 2.78 180 Dirt 2.4
0.15m/s Blocked from the Side(s) for ≥2s, during Mid-Race Should have a consistent activation and is helpful for maintaining/securing/fighting for the lead Trending in the Charts!
△ ✕ 3.33 180+180 0.35m/s Certain Victory △ ◎
2.50 200 /
3 0.25m/s 1st-5th Place, Have Overtake Target for ≥2s, on Final Corner or beyond On Last Straight Identical to OG Teio's unique with slightly looser conditions Legacy of the Strong △ △ 3.6 0.15m/s
/ Be an Overtake Target for ≥1s, at 1st-3rd Place, on Final Corner or beyond, ≤2.5m ahead of Uma behind, ≤45% HP remaining Effects aren't bad but inconsistent activation Shooting Star △ ◯ 3 0.15m/s & 0.05m/s² Overtake, at 2nd-5th/6th Place, during Late-Race or beyond Consistent activation, but weak effect The View from the Lead is Mine! △ △ 3 0.15m/s 1st Place, in Second Half of Race, ≥2.5m ahead of Uma behind Somewhat consistent activation for Front Runners, but weak effect Sky-High Teio Step △ ◎ 3 0.25m/s 1st-3rd Place, Have Overtake Target, ≤2.5m behind Uma infront On Last Straight Mostly consistent for non-Front-Runners, with strong effect Triumphant Pulse △ ◎ 3 0.25m/s
/
2nd-5th Place, 200m before Race End Consistent for non-Front-Runners, with strong effect Anchors Aweigh! △ ✕ 3.6 0.05m/s 6th-9th/7th-12th Place, at 50-60% of Race Consistent for Late Surgers/End Closers but minimal effect Cut and Drive! ✕ ✕ 3 0.15m/s First Half of the Pack but not 1st-2nd Place, ≤200m before Race End, ≤2.5m ahead/behind another Uma Not the most consistent, and also a weak effect, not worth taking Resplendent Red Ace △ ▲ 3 0.05m/s & 0.1m/s² 1st Place, in Second Half of Race, ≤2.5m ahead of Uma behind OR
Have Overtake Target, at 2nd Place, in Second Half of Race Accel can come in handy occasionally but still very situational and slightly unreliable Where There's a Will, There's a Way △ △ 3 0.15m/s Overtake, at 3rd-9th/12th Place, on Last Straight Decent speed skill option for non-Front-Runners The Duty of Dignity Calls △ ◯ 3 0.15m/s First 30% of the Pack (by Distance), on Final Corner 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 ☆ △ ◯ 3 0.05m/s & 0.1m/s² 1st-2nd Place, with ≥30% HP remaining, on Last Straight Activation is mostly consistent, some tracks benefit from a Last Straight accel This Dance Is for Vittoria! △ ◯ 3 0.15m/s 1st-4th Place, ≤2.5m ahead/behind another Uma, on Final Corner or beyond Fairly consistent activation but Final Corner Target Speed boost could be inconsistent Behold Thine Emperor's Divine Might △ ◎ 3 0.25m/s Overtook ≥3 Umas
since Late-Race Start On Last Straight Consistent for non-Front-Runners, with strong effect Blazing Pride △ ◯ 3 0.15m/s
/ Overtake, at 3rd-9th/12th Place, on Final Corner Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Late Surgers ∴win Q.E.D. △ ◯ 3 0.15m/s Overtake, at 1st-4th Place, on Final Corner Final Corner Target Speed boost is inconsistent (especially in Med race), but it can be situationally good for Front Runners Flashy☆Landing △ ◯ 3 0.05m/s & 0.1m/s² 1st-3rd Place, Blocked from the Side(s) for ≥2s, on Final Corner or beyond Acceleration on and beyond Final Corner is decent, conditions to activate may not be consistent unless you're Front Runner or Pace Chaser G00 1st. F∞; ✕ △ 3 0.15m/s 1st-3rd Place, No Late Start, no Rushed, on Last Straight 0.15m/s but has two additional checks (for Start Delay and Rushed) Blue Rose Closer △ △ 3 0.15m/s Overtake, at 1st-4th Place, on Final Corner or beyond On Last Straight Consistent, but weak effect Our Ticket to Win! △ △ 3 0.15m/s Blocked from the Side(s) for ≥2s, on Final Corner or beyond 1st-5th Place, on Last Straight Side block on Last Straight is rare, weak effect as well makes it not worth getting Genius x Bakushin = Victory △ △ 3 0.15m/s
/
1st-3rd Place, in Second Half of Race, Blocked from the Side(s) for ≥2s Fairly consistent, but also weak
I See Victory in My Future! ✕ ✕ 3 0.15m/s & 0.05m/s² ≥3rd Place, Blocked in Front, during Late-Race or beyond Front Block condition is downright horrible
Just a Little Farther! △ ✕ 3 0.15m/s 3rd Place, ≤2.5m ahead of Uma behind, during Late-Race or beyond Fairly consistent, but also weak Prideful King ✕ ✕ 3 0.25m/s 4th-6th/8th Place, no Rushed, 200m before Race End Extremely inconsistent, if not totally impossible to activate in any distance but Sprint #LookatCurren △ △ 3 0.05m/s & 0.1m/s² Overtake, at 2nd-5th/6th Place, at 50-65% of race Slightly consistent but effect is really weak since it usually activates at Mid-Race Nemesis △ ◯ 3 0.15m/s Have Overtake Target, at 4th-7th/5th-9th Place, on Final Corner or beyond Consistent for Late Surgers/End Closers but effect is weak SPARKLY☆STARDOM △ △ 3 0.05m/s & 0.1m/s² 1st-2nd Place, ≤2.5m ahead of Uma behind, on a Straight, during Mid-Race Mostly consistent for most Front Runners and helps them maintain their lead Shadow Break △ ◯ 3 ① 0.25m/s ② 0.15m/s ① Blocked from the Side(s) for ≥2s during Mid-Race Overtake Uma closer to Inner Fence than you, at 2nd-7th/9th, on Final Corner or beyond Should be consistent but effect isn't great enough to be used over other similar uniques Eternal Moments △ △ 3 0.15m/s
/ First Half of the Pack but not 1st-3rd Place, have Overtake Target, during Mid-Race Fairly consistent for non-Front-Runners, but the effect is weak Flowery☆Maneuver △ ▲ ① 3 ② 2.4 ① 0.15m/s ② 0.2m/s² ① Overtake, at first ⅖ of the Pack, on Final Corner ② Overtake, at ½-⅘ of the Pack, on Final Corner 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! △ △ 3 0.15m/s Overtake Uma, who's Closer to
the Inner Fence than you, at last 60% of the pack, on Final Corner or beyond On Last Straight Decent Last Straight speed skill for Late Surgers or End Closers Lights of Vaudeville △ ◎ 3 0.25m/s
/ ≤5m ahead of Uma behind for ≥1s, at First 30% of the Pack, on Last Straight Consistent activation but effectiveness depends on track A Kiss for Courage △ △ 3 0.15m/s Activate ≥1 Recovery Skills, at 1st-3rd Place, in Second Half of Race Varying effectiveness depending on track but can be strong with Triple 7s activation
I Never Goof Up! △ ◯ 3 0.05m/s & 0.1m/s² Overtake, at 3rd-9th/12th Place, on a Corner, during Late-Race Good effect but rng and track dependent Schwarzes Schwert ✕ ✕ 3 0.15m/s No Late Start, no Rushed 3rd-9th/12th Place, on Last Straight 0.15m/s but requires two additional checks (for Start Delay and Rushed) Bountiful Harvest △ △ 3 0.15m/s / Be an Overtake Target for ≥2s, at 4th-9th/5th-12th Place, in Second Half of Race Consistent but relatively weak
Skill Name Rank (Team Trials) Rank (CM5) Score/SP Base Cost Ground/Distance/Style Base Duration(s) Effect Precondition(s) Condition(s) Why? Corner Acceleration ◯ △ ✕ 2.78 180
/
3
0.2m/s²
/
Random Point on Random Corner Acceleration on the Corner 1/First Corner of any track is useless Corner Connoisseur △ ✕ 3.33 180+180 0.4m/s² Straightaway Acceleration △ ✕ 2.94 170
3
0.2m/s² Random Point on Random Straight Random straight activations are too inconsistent to be effective Rushing Gale! △ ✕ 3.53 170+170 0.4m/s² Nimble Navigator ◯ ◎ 3.33 150
/
3
0.2m/s² & 0.005m
/
In Last Spurt Mode, with ≥1% HP remaining, ≤2.5m behind Uma infront for ≥1s Strong accel but rng-dependent No Stopping Me! ◯ ◎ 4.00 150+150 0.4m/s² & 0.025m Highlander △ ◯ 3.13 160 3 0.2m/s² Random Point on Random Uphill Very powerful on tracks with Uphills right before/as Last Spurt Mode begins Groundwork △ ▲ 5.00 100 3 0.2m/s² ≥3 Skill Activations, during Early-Race For Front Runners only, use with 3 Early-Race skills like Focus/Concentration+Green Skills
Ignited Spirit PWR ◎ ◎ 2.50 200
1.2
0.2m/s² Random Point during Late-Race It's like a weaker but universal Slick Surge/On Your Left! Burning Spirit PWR ◎ ◎ 3.00 200+200 0.4m/s² Early Lead ◎ ⍟ 4.17 120 Front Runner
1.2
0.2m/s² During Early-Race Necessary skill for all Front Runners Taking the Lead ◎ ⍟ 5.00 120+120 0.4m/s² Final Push △ ◎ 2.78 180
3
0.2m/s² 1st Place, at Random Point on Final Corner Being in 1st isn't completely consistent, but it's a rare skill that can be useful on tracks where Unrestrained △ ◎ 3.33 180+180 0.4m/s² your Uma enters Last Spurt Mode slightly after where the Final Corner begins/right at where the Final Corner is Second Wind ✕ ✕ 2.78 180 3 0.2m/s² 2nd-9th/12th Place, at Random Point in Mid-Race Expensive and impossible to activate on Front Runners, plus, Mid-Race acceleration is useless Shrewd Step △ ✕ 4.17 120
Pace Chaser
3
0.2m/s² Change Lanes Cheap and consistent activation, but useless Mid-Race accel Technician △ ✕ 5.00 120+120 0.3m/s² Straight Descent △ ⍟ 4.17 120
3
0.2m/s² Random Point on Random Downhill Very powerful on tracks with Downhills right before/as Last Spurt Mode begins Determined Descent △ ⍟ 5.00 120+120 0.3m/s² Tactical Tweak △ ✕ 4.17 120
3
0.2m/s² 5th-9th/6th-12th Place, at Random Point in Mid-Race Cheap and consistent activation, but useless Mid-Race accel Shatterproof △ ✕ 5.00 120+120 0.3m/s² Head-On ◯ ⍟ 2.78 180 1.8 0.2m/s² First Half of the Pack, at Random Point during Late-Race Pace Chaser ver. of Slick Surge Slick Surge ◯ ⍟ 2.78 180
Late Surger 1.8
0.2m/s² 6th-9th/7th-12th Place, at Random Point in Late-Race Good but inconsistently effective accel On Your Left! ◯ ⍟ 3.33 180+180 0.4m/s² Fighter △ ✕ 4.17 120
4
0.2m/s² Have Overtake Target, ≥5s after Race Start Cheap and consistent activation but useless Mid-Race accel Hard Worker △ ✕ 5.00 120+120 0.3m/s² Straightaway Spurt △ ✕ 2.78 180 End Closer 0.9
0.2m/s²
In Last Spurt Mode, on a Straight Very powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight Encroaching Shadow △ ✕ 3.33 180+180 0.4m/s² Sprinting Gear △ ✕ 3.13 160 Sprint 3
0.2m/s² Random Point on Any Straight Random straight activations are almost always useless Turbo Sprint △ ✕ 3.75 160+160 Sprint Random straight activations are almost always useless Corner Acceleration
◯
✕ 2.78 180 / Acceleration on the Corner 1/First Corner of any track is useless A Small Breather
✕ 2.78 180 Late Surger Late-Race recovery is ineffective, Last Spurt
recalculation isn't added until 1st Year Anniversary Corner Connoisseur
△ 3.33 180+180 / Acceleration on the Corner 1/First Corner of any track is useless Relax
✕ 3.33 180+180 Late Surger Late-Race recovery is ineffective, Last Spurt
recalculation isn't added until 1st Year Anniversary Straightaway Acceleration
△ 2.94 170 / Random straight activations are too inconsistent to be effective Standing By
✕ 2.78 180 End Closer
Somewhat 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 Rushing Gale!
△ 3.53 170+170 / Random straight activations are too inconsistent to be effective Sleeping Lion
✕ 3.33 180+180 End Closer
Somewhat 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
Highlander
△ 3.13 160 / Very powerful on tracks with Uphills right before/as Last Spurt Mode begins After-School Stroll
✕ 2.94 170 End Closer
Consistent activation but recovery can be useless when the downhill is located at anywhere other than Mid- Race
Groundwork
△ 5.00 100 / For Front Runners only, use with 3 Early-Race skills like Focus/Concentration+Green Skills Go-Home Specialist
✕ 3.53 170+170 End Closer
Consistent activation but recovery can be useless when the downhill is located at anywhere other than Mid- Race
Final Push
△ 2.78 180 Front Runner
Being 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
Wait-and-See
✕ 3.13 160 Sprint Only for Late Surgers/End Closers (only King Halo
for now), the extra acceleration effect is useless
Unrestrained
△ 3.33 180+180 Front Runner
Being 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
Rosy Outlook
✕ 3.13 160 Medium Consistent recovery for Front Runners and perhaps even Pace Chasers
Shrewd Step
△ 4.17 120 Pace Chaser Cheap and consistent activation, but useless Mid- Race accel Trackblazer
✕ 3.75 160+160 Medium Consistent recovery for Front Runners and perhaps even Pace Chasers
Technician
△ 5.00 120+120 Pace Chaser Cheap and consistent activation, but useless Mid- Race accel Soft Step
✕ 3.13 160 Medium
Consistent 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
Straight Descent
△ 4.17 120 Pace Chaser Very powerful on tracks with Downhills right before/as Last Spurt Mode begins Miraculous Step
✕ 3.75 160+160 Medium
Consistent 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
Determined Descent
△ 5.00 120+120 Pace Chaser Very powerful on tracks with Downhills right before/as Last Spurt Mode begins Deep Breaths
✕ 3.13 160 Long Inconsistent, it might be wasted on an early or late activation
Tactical Tweak
△ 4.17 120 Pace Chaser Cheap and consistent activation, but useless Mid- Race accel Cooldown
✕ 3.75 160+160 Long Inconsistent, it might be wasted on an early or late activation
Shatterproof
△ 5.00 120+120 Pace Chaser Cheap and consistent activation, but useless Mid- Race accel Extra Tank
✕ 3.13 160 Long If your HP drops to zero, you're cooked anyway, no recovery can save you
Fighter
△ 4.17 120 Late Surger Cheap and consistent activation but useless Mid- Race accel Adrenaline Rush
✕ 3.75 160+160 Long If your HP drops to zero, you're cooked anyway, no recovery can save you
Hard Worker
△ 5.00 120+120 Late Surger Cheap and consistent activation but useless Mid- Race accel Passing Pro
✕ 3.13 160 Long Mostly consistent but activation can occur on Early-Race, diminishing its value
Straightaway Spurt
△ 2.78 180 End Closer
Very powerful End Closer acceleration that works on tracks where Last Spurt Mode begins on a Straight U=ma2
0
0.2m/s²
/
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
The Coast Is Clear! △ 5.45 110+110 End Closer
Extra FoV is mostly useless Take only because they are very cheap and if you have no other options
KEEP IT REAL. △ ✕ 3.6 0.1m/s² Have Overtake Target, at 40%-70% of the Pack, in Second Half of Race Mostly useless accel but consistent activation
White space trimmed for brevity in this export.