Skills
Table of Contents
- Conditions
- Green and Purple Skills
- Blue (Recovery) Skills
- Red (Debuff) Skills
- Orange Skills
- Unique Skills
- Calculating Effectiveness of Skills
Many skills will have a style or distance requirement, seen in parentheses in the skill description, such as (Medium) or (Pace Chaser). Naturally, you shouldn’t take any skills that don’t match your style or distance, as they won’t do anything.
Conditions
Every skill has certain conditions it must meet in order to be able to activate. After meeting these conditions, if it’s not a green skill, it will do a check against your wisdom to see if the skill activates.
An @ indicates an “or” condition, while an & indicates an “and” condition. In the order of operations, & comes before @. You know, P&MD@S.
- running_style – Skill only triggers with a certain running style. The skill description will tell you which style.
- distance_type – Skill only triggers on a certain distance.
- order – Refers to your current placement.
order>=2means you have to be 2nd or worse. - order_rate – Percentage of racers you must be ahead/behind.
order_rate<=50means top 50%. - distance_rate – Portion of track.
distance_rate>=50= latter half. - change_order_onetime – For when order changes. Positive (
>0) = you get passed. Negative = you pass someone. - straight_random – Random check on a straight.
- corner_random – Random check on a corner.
- phase_random – Random check in a phase (0 Opening, 1 Middle, 2 Final Leg).
- accumulatetime – Number of seconds that must pass before skill can activate.
- Example:
phase_random==0+accumulatetimecondition might pick a point to check that’s so early in the race that enough time hasn’t passed, making it impossible to activate. Skills with those two conditions are less desirable for this reason.
- Example:
- near_count – Number of nearby umas.
- is_finalcorner – Checks if it’s the final corner (includes final straight).
- corner – Checks if you’re on a corner (
corner!=0) or not (corner!=1). - slope – 1 = uphill, 2 = downhill.
- is_overtake – Checks if you’re passing another uma.
Green and Purple Skills

- Green skills grant a small buff to stats if conditions are met.
- Purple skills give a small penalty.
- Typically lowest-priority skills to purchase.
- Level 1: +40 (or -40 for purples).
- Level 2: +60.
The skill icon reflects which stat it increases (Speed, Stamina, Power, Guts, Wisdom, All, Speed).
Green skills can increase stats above the cap. Value depends on activation rate.
Take Standard / Non-Standard Distances for example:

- 90% of Dirt races = Non-Standard Distances.
- 75% of Medium races = Standard Distances.
Thus, Standard Distance skills differ in value depending on distance/surface type.
Another interesting thing about this skill in particular is that it gives +40 stamina. Therefore, you could use it to give your uma a boost on the longest tracks of a category. In Mile, the longest is 1800m, a Non-Standard Distance. If you’re good on stamina for 1600m but a bit short for 1800m, this skill can help make up for it. Likewise for the other categories.
Note: Savvy (コツ) skills always activate if chosen correctly. They give a vision bonus in addition to wisdom bonus.
Blue (Recovery) Skills
Recovery skills restore HP/Stamina pool during the race.
- Golden recoveries: 5.5% HP.
- White recoveries: 1.5% HP.
As such, golden recoveries are far more important.

The best recovery skills are the ones that restore HP at a consistent time (e.g., Gourmand, Corner Recoveries). Straight recoveries aren’t as ideal, as they could trigger at the start or the end of the race where they have less impact.
Never purchase this skill. It’s incredibly hard to activate.
Gold Recovery Rankings
| Tier | Description | Skills |
|---|---|---|
| Best | These skills activate consistently at good times. | Swinging Maestro, Gourmand, Race Planner, Miraculous Step, Sleeping Lion (borderline) |
| Good | These skills activate pretty consistently. The skills that require uphills or downhills will be more consistent in longer races, as those more frequently have hills. | Restless, Go-Home Specialist, Trackblazer (borderline) |
| Usable | Straightaway Recovery skills activate consistently, but not always at good times. | Breath of Fresh Air, Cooldown |
| Eh | These skills activate inconsistently due to a combination of phase_random==0 and accumulate_time, so they’re not ideal. They’ll be more consistent in longer distances. | Calm and Collected, Keen Eye |
| Bad | These skills require you to be in a bad situation, which isn’t a good sign on top of being inconsistent. | Iron Will, Unruffled, Serenity, Indomitable |
| Unusable | If these skills activate, you have already lost the race, or they don’t actually do anything for you. | Adrenaline Rush (activates at HP 0), Relax (activates in Final Leg) |
Red (Debuff) Skills

- Affect other umas (not teammates).
- Similar to the green skills, the best debuffs will be the ones that consistently have an effect on your opponents.
- Dedicated Debuffers will stack most of the red skills, but taking a few specific for your strategy can help.
- E.G Front umas especially benefit from reducing the speed of other Fronts.
Effects include (from left to right on the image above):
- Speed (Velocity) down
- Acceleration down
- Rushed extension
- STA/HP (Fatigue) down
- Vision down
Orange Skills

The first two icons here are for Speed and Acceleration, respectively. The best are the ones with good activation times and long durations. For example, compare these two skills:

They both increase Speed, and both by the same amount (+0.35). However, Beeline Burst only increases your Speed for 0.9 seconds, while Professor of Curvature increases it for 1.8 seconds.
Types:
- Speed – Won’t do anything if not at top Speed
- Acceleration – Only effective if not already at top speed.
- Lane change – Boosts lane change speed (outward in Final Leg, inward otherwise).
- Starts – The white version isn’t very impactful, but the golden version is very good and used very often, especially for Front Runners.
- There’s also a purple version that makes your starts worse, which Gold Ship can get access to by winning Takarazuka Kinen twice.
- Vision – Doesn’t matter unless vision has been debuffed, due to the hard cap on vision being set at the same distance as the default.
Unique Skills
- Unique to each uma.
- 3★+ umas can pass them down via inheritance.
- Unique skills passed down this way are much worse, and their price often prevents them from being an appealing option.
- Usually equivalent white skill with odd conditions/longer durations.
- There are a few that retain some strength and are stronger than a normal white skill with a longer duration, so can be worth taking.
- Oguri Cap – Triumphant Pulse (勝利の鼓動)
- Symboli Rudolf – Behold Thine Emperor’s Divine Might (汝、皇帝の神威を見よ)
- Tokai Teio – Sky-High Teio Step (究極テイオーステップ)
- King Halo – Prideful King (Pride of KING)
- Fuji Kiseki – Glittering Star Vaudeville (煌星のヴォードヴィル)
Unique skills scale with its level:
- Recovery skills: +2% HP per level.
- A level 4 Unique recovery would restore 5.83% HP instead of 5.5%.
- Other skills: +1% on first upgrade, +3% per level after.
Calculating Effectiveness of Skills
Speed Skills
Effectiveness = value × duration × (track length ÷ 1000).
Examples:
- ハヤテ一文字 / Beeline Burst — 0.35 over 0.9s
0.35m/s * 0.9s = 0.315m- In 2400m,
0.35m/s * 2.4 = 0.756m
- 全身全霊 / In Body and Mind — 0.35 over 1.8s
0.35m/s * 1.8s = 0.63m- In 2400m,
0.35m/s * 2.4 = 1.512m
- 中距離コーナー◎ / Medium Corners◎ — 0.25 over 3s
0.25m/s * 3s = 0.75m- In 2400m,
0.25m/s * 2.4 = 1.8m
Acceleration Skills
Acceleration is more complicated. You have to calculate how long you’d normally take to accelerate to top speed, as well as how much distance you cover in that time, then compare that to the numbers when accelerating. For these examples we’ll assume 1200 Speed and 1000 Power, which is fairly realistic.
With 1000 Power:
- The acceleration is 0.424m/s/s (ignoring Phase Multipliers)
- Time to get to top speed is (Top Speed - Starting Speed) / Acceleration.
- Distance is 0.5 * Time * (Top Speed + Starting Speed)
- Speed is Starting Speed + Acceleration * Time
Examples:
-
地固め / Groundwork - 0.2 over 3s We’ll use 17m/s as the starting speed and 20.3m/s as the top speed, which is about what a Front Runner has in Mile.
Without Groundwork, the time take n is (20.3 - 17) / 0.424 = 7.78s The distance covered is 0.5 * 7.78 * (20.3 + 17) = 145.1m
With Groundwork, the time taken is (20.3 - 17) / 0.624 = 5.29s The distance covered while accelerating is 0.5 * 5.29 * (20.3 + 17) = 98.66m The time spent at top speed is 7.78 - 5.29 = 2.49, which when multiplied by 20.3 = 50.55m 98.66 + 50.55 = 149.21. Subtract the other number, 145.1, and we get 4.11m gained.
-
アングリング×スキーミング / Angling and Scheming (Seiun’s unique skill) - 0.4 over 4s This is similar to the Groundwork calculation, but the base speed will be 20m/s, and the top speed will be 24.2m/s, normal numbers for a Front Runner in Mile.
Base Time = (24.2 - 20) / 0.424 = 9.9s Distance = 0.5 * 9.9 * (24.2 + 20) = 218.8m Angling Time = (24.2 - 20) / 0.842 = 4.99s Distance = 0.5 * 4.99 * (24.2 + 20) = 110.28m Top Speed Time = 9.9 - 4.99 = 4.91, times 24.2 = 118.82m Total = 229.1m, difference = 10.3m -
先手必勝 / Taking the Lead - 0.4 over 1.2s This skill triggers 5 seconds into the acceleration, so we need three steps.
Base Time = (20.3 - 17) / 0.424 = 7.78s Distance = 0.5 * 7.78 * (20.3 + 17) = 145.1m Speed after 5s = 17 + 0.424 * 5 = 19.12m/s Distance after 5s = 0.5 * 5 * (19.12 + 17) = 90.3m Time With Skill = (20.3 - 19.12) / 0.824 = 1.43s Distance With Skill = 0.5 * 1.43 * (20.3 + 19.12) = 28.19m Top Speed Time = 7.78 - (5 + 1.43) = 1.35s, times 20.3 = 27.4m Total = 145.89m, difference = 0.79m -
迫る影 / Encroaching Shadow - 0.4 over 0.9s This skill doesn’t last long enough, so we have to do three steps again. Taishin gets this skill, and she’s used in Medium, so we’ll assume 2000m, making the duration 1.8s. As an End Closer, we’ll use 19.9m/s as the base speed, and 24.4m/s as the top speed.
Base Time = (24.4 - 19.9) / 0.424 = 10.61s Distance = 0.5 * 10.61 * (24.4 + 19.9) = 235m Speed after 1.8s with skill = 19.9 + 0.824 * 1.8 = 21.38m/s Distance after 1.8s = 0.5 * 1.8 * (21.38 + 19.9) = 37.15m Time after Skill = (24.4 - 21.38) / 0.824 = 7.12s Distance after Skill = 0.5 * 7.12 * (24.4 + 21.38) = 162.98m Top Speed Time = 10.61 - (7.12 + 1.8) = 1.69s, times 24.4 = 41.24m Total = 241.37m, difference = 6.37m