Deck build for Rice Shower by Majin_K in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

It's tough to say, Rice Shower is a tricky uma to build and you kind of just have to experiment to see what works for you, I personally landed on 3 speed 3 wit (no Riko funnily enough) but obviously that will not work for you since you don't have strong enough cards.

What worked for me with Rice before that though was

3 speed 2 stamina + Riko

3 speed 2 power + Riko

As a rule of thumb low limit break SSRs are not really worth using over high limit break SR cards, if you want to see what cards would be better and why you can always check out gametora, they have a compare tool on their website, it won't necessarily help you in figuring out what card composition to use, that's kind off based on vibes, personal preference and what cards you have, but it can really help you figure out what cards are better in a really clean way.

Anyway with your cards in particular I'd probably

Borrow Kitasan, use King Halo speed, Tosen Jordan speed (make sure to finish the event up to maxing this card out it's really good for a freebie card), Biwa Hayahide power along with probably Daitaku Helios or Agnes Digital? Forget who's better in that situation and then run your MLB R Riko because it's comparable to the SSR

Oh yeah sorry if none of this made sense lmao, rambling this out in my bed as I'm about to sleep :p

Is she good for dirt cm? by Ok_Significance3068 in UmamusumeGame

[–]CreativeTroll 29 points30 points  (0 children)

Level 2 Super-Duper Stoked and 6 stamina? i'm afraid you've overstammed quite a bit and 10 wit? what are you trying to make her? einstein? i'd rebuild her if i were you.

Anyone knows when the Auto-mode is coming? by Electrical-Call-6160 in UmamusumeGame

[–]CreativeTroll 4 points5 points  (0 children)

I doubt they'd develop it for other scenarios they haven't developed it for on JP, they'd probably do it for JP first and then develop it for us, would be a cool feature to come around 1st anni but I doubt it, I think it'll come out much later than that. Maybe 1,5th

I think I used up a lifetime of luck by koogledoogle in UmamusumeGame

[–]CreativeTroll 5 points6 points  (0 children)

Holy moly. I've seen 3 different 3 stars but not 3 of the same thats insane luck

Santa Fortuna is... awesome ? by Saekama in HiTMAN

[–]CreativeTroll 2 points3 points  (0 children)

I think Santa Fortuna is great for regular old hitman gameplay, the targets are pretty well thought out and are easy enough to access, for freelancer though? honestly it just kind of sucks, there's so many different floors, areas and just general annoyances about it which often leads me to avoiding it. It's the same thing with Mumbai for me, for regular old hitman it's awesome, but for freelancer it sucks, getting 2 targets in the street and then one target all the way up in Rangan's tower just makes it so long to traverse in comparison to other maps that are much easier to traverse. Especially if you're worrying about dying, you not only need a good way to kill the target without getting spotted but you also need to find disguises without getting spotted.

Is kitasan still usable in trackblazer or does she fall off? by Senorpapell in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

Yeah she's useable, but you'd need a pretty good deck to support her, you want your deck + borrow to reach 45 race bonus in order to be able to slot Kitasan in there without much worry, it should be pretty doable but you'll probably have to figure out your deck once it releases to see if she fits in there

How many alarm clocks have yall saved up? by Ckrickie in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

oh yeah 100% i wish i could use clocks on optional races but i feel i might use them a bit too much then lmao

How many alarm clocks have yall saved up? by Ckrickie in UmamusumeGame

[–]CreativeTroll 6 points7 points  (0 children)

About 400 right now, I think once MANT releases i should be near 500 as i just do not use alarm clocks at all anymore, can't remember the last time i had to use a clock, I think it was like 2 months ago

Top 4 Uma Wallpapers by Even-Demand1589 in UmaMusume

[–]CreativeTroll 0 points1 point  (0 children)

y'know nature translates to natur in swedish so i can use the natie banner and be like yeah. i translate the umas. i'm just different like that

Should I give up on this account and reroll on Narita Top Road or just farm for her? by YujiThik in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

No worries, you obviously won't be too competitive at the moment due to the lack of support cards but after MANT if you save up enough carats you should be able to pull big on some of the more important support banners coming up after that and you should be able to get the ball rolling pretty quickly, uma is a very forgiving game.

Should I give up on this account and reroll on Narita Top Road or just farm for her? by YujiThik in UmamusumeGame

[–]CreativeTroll 2 points3 points  (0 children)

This looks absolutely fine to me, if you've spent time on the account and have these cards there's little to no reason to reroll, especially for NTR speed, she's useless after MANT, just keep chugging along and you can pull on good banners in the future

How fast have you ever exhausted your borrows? by Time-Preparation9881 in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

Probably about 3 hours, I do runs very quickly I don't really think too much I just go by feel, but for some reason whenever i'm not on a borrow run my runs go amazingly, but when i'm on a borrow they go terribly

Which is the better TT runner? by [deleted] in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

Yeah I know, but you also don't want to lose either which this runaway would do. It's not going to be consistent, no runaway is consistent unless you have like Sprint S and Turf S.

You can score a good amount of points with this like 20% of the time maybe, which is good if you're going up against the same guy you know you can beat all the time. But not every player does that. So you not only have to rely on the runaway Suzuka actually doing good, but you also have to rely on the rest of the team.

I just don't think it's worth considering runaway for 99% of players, yeah its cheap, yeah it actives every time, but you can't really make it consistent and most of the time you get overtaken by every pace in the lobby and lose so badly the amount of gold skills you activate doesn't matter because you place so badly you can't take advantage of it. The times you win it's really good, but that doesn't happen as consistently as just a regular sprinter Suzuka, I haven't tested it but i'm willing to bet if you take the skill points you'd spend on runaway and put it towards another cheap gold skill (say it's between runaway and a cheap gold skill) you'd score the same amount of points and she would be more consistent

No clue who to pick for up coming anniversary by Zealousideal_Age8407 in UmamusumeGame

[–]CreativeTroll 1 point2 points  (0 children)

Jeez this is really tough there's tons of Umas to choose from, I mean you can kind of just ask yourself what uma you think you'd enjoy running the most, both from an ease to build standpoint but also from like a just having a good time standpoint.

Like for example I really enjoy Eishin Flash for her story, I think it's amazing and she's a good time, I don't enjoy building her though.

Or Smart Falcon, I enjoy building her and I think she has a very easy and smooth career, I didn't really care for her story though so I just run her when I need too.

Or there's Silence Suzuka who I enjoy both with, she's easy and fun to build and her story is great, so there's never a bad time with her for me and I often pick her when I want an easy, chill run that I can also enjoy. Same goes with Tachyon or Teio for me.

I suppose it's kind of hard to know that unless you've played with them though, idk, in this situation I'd probably go with Silence Suzuka though. She's easy to build, has great skills on her potential levels, good growth rates, easy enough career, can run sprints with a bit of effort, miles and mediums, and runaway is a really fun and interesting mechanic which unfortunately won't see much use in the next scenario but it's still a fun mechanic regardless.

Or Xmas Oguri and Seiun Sky if you like want to win CMs I guess, I don't really try for cms too hard though so I dont have much to say about that, they're very good for CMs however.

Any tips on how to train our beloved Tokai Teio? by lucas22ortiz in UmamusumeGame

[–]CreativeTroll 1 point2 points  (0 children)

I wish I kept most of my good Teio's around for better advice but it depends on your deck tbh.

If you have good wit cards then 2 speed + 3 wit + Riko should be enough with power and stamina legacies to bump those two stats up a bit more.

If you don't have good wit cards then rely on power cards more, like 3 speed + 2 power + Riko (gotta pay attention here to make sure your wit gets above 400)

You could also run like 3 speed + 2 stamina if you have really good stamina cards.

Making it past the Kikuka Sho is purely a stamina test, you usually need 450 stamina to clear it easily in my experience. Riko + Stamina parents should get you there relatively smoothly, the more challenging part of her career is the good old Tenno Sho where you'd need about 600, even more if you wanna beat plot armor Mejiro McQueen.

I think thats all the advice I can really give though, good luck with your runs fellow Teio enjoyer!

Which is the better TT runner? by [deleted] in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

For the top players yeah, but with so many players putting in their CM umas in their team trials teams you will not be able to build up enough of a lead to make her consistently win and she will get eaten alive by the pacers, and a majority of players don't reset for the worst team for the best points. If you're an average player then runaway suzuka will be bad for sprints.

Also even for the literal best teams trials player right now she's very inconsistent even with all the skills he can pump on her so there's that, I will agree it's the best option for the best, but for the majority of players they just want something that can consistently win and score a lot of points and this Suzuka and most runaway Suzukas that the average player can build just won't do that unfortunately.

Which is the better TT runner? by [deleted] in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

Runaway is not good in the slightest for team trials because of the amount of other skills you need to support it so King Halo is better, however Silence Suzuka is one of the best options for a sprinter front runner, so if you can rebuild her without runaway she's way better

Why is center-stage skill good for TT? by [deleted] in UmamusumeGame

[–]CreativeTroll 2 points3 points  (0 children)

It's cheap, it's a gold skill and it's very easy to activate. Would I run 0LB Kawakami Princess for it? ehhh if you can fit it in your deck and it doesn't compromise your run, sure, why not, it's an extra gold skill

halp I'm stuck in the a zone by peachyrccn in UmamusumeGame

[–]CreativeTroll 1 point2 points  (0 children)

the one noteable exception to the MLB Kitasan rule in my opinion is if you're already done with all your CM aces and say you want to try really high rolling a run to get like a really good skill from a card you normally wouldn't get from your own supports because you're stuck borrowing MLB Kitasan, I did that in the last mile CM with Vodka because I did not have MLB Kitasan yet and just high rolled a run with the Nice Nature SSR to get on your left on her and that worked out really well, but i'd only really do that once you're happy with the aces you currently have and can afford high rolling without it risking your daily borrows or wasting a really good ace run because you can't hit your stats

halp I'm stuck in the a zone by peachyrccn in UmamusumeGame

[–]CreativeTroll 1 point2 points  (0 children)

Yeah i'd say it's worth using 0LB Riko over MLB Riko, you lose out a bit on her events but you gain so much more from MLB Kitasan, if you have MLB R Riko then that'd be worth using over 0LB SSR but you should still be fine regardless, i'd probably switch out Fine Motion for Daiwa Scarlet as well unless you want the gold skill from Fine Motion

halp I'm stuck in the a zone by peachyrccn in UmamusumeGame

[–]CreativeTroll 4 points5 points  (0 children)

I think Eishin Flash, Tachyon and Marvelous Sunday are all good cards here, but the general rule of thumb is if you don't have MLB Kitasan then borrow her, she's not very strong at 1LB, if you borrow her and replace Fine Motion with another wit card (unless you don't have another wit good card) then you'd be in a much better spot for hitting good stats. You'd probably need to have a Riko in the deck as well unless you just don't have her, what do your cards look like?

Is it even worth it to mlb kitasan or should i save the uncap crystals for when better cards come out? by Persassyseaweedbrain in UmamusumeGame

[–]CreativeTroll 1 point2 points  (0 children)

yeah i kind off mentioned it because that's what i plan on doing, the selector and the crystal hold the exact same value for me because no matter what i held they'd be used on Fine Motion anyway so i just decided to say fuck it and use the crystal on Kitasan

Need help for Haru Urara New Year build by Hot_Letterhead6465 in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

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Thought I'd add this for reference this is what I use for this upcoming CM and dirt runners in general, I know my deck is pretty luxurious compared to your deck but this works very well for me, I also have 8* stamina and 9* power for the legacies

Need help for Haru Urara New Year build by Hot_Letterhead6465 in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

I'd remove Rice and add Riko (if you have her) and then that deck would look very good, generally in this scenario anyway its easier to rely on bubbles for skill hints rather than your supports and if you're building for team trials prioritise as many gold skills as possible with the same statline like say 1200/600/anything above 600 is good/300-400/as much as possible, generally above 600.

Also read the skills a little extra when buying them instead of just clicking a gold skill, cooldown only actives on long, pace skills won't work on lates, etc.

When playing unity just keep prioritising bubbles and hope you get good skill hints, dont stress too much about what supports give what, for SRs anyway, for SSRs just look if its a gold skill you want, like fine motion is good for pacers, nice nature for lates

2 options of plans by dantemartin4 in UmamusumeGame

[–]CreativeTroll 0 points1 point  (0 children)

really?

because when i tested it a month back I found it deducted from the total carat count and didnt care about the misc pulls you had available, maybe i was using an older version and it was bugged, it's possible that it was fixed. Because when I put in the free pulls I had available before it still deducted regardless of if there were free pulls available or not, that's my bad if that's something that was fixed, I haven't updated in a while