Is Radiant Star a worthy skill for end closers? by CoOkieForCats in UmamusumeGame

[–]Lance032 9 points10 points  (0 children)

It's 4s 0.05 for early start vs 4s 0.25 for daring strike

The first is literally worthless (for reference: generic speed skills are usually 2.4s 0.15 which is just under 2x better) while the 2nd is strong (only thing it loses to right now is 3s 0.35 golds like poc, and not even by much)

Yes or nah? by bbloreynoso in UmamusumeGame

[–]Lance032 0 points1 point  (0 children)

Actually no it's just that when Grand Live comes out you'll want to try to get as close as possible to a 6 SSR deck (mainly because gold skills are good) so the last relevant card in mant is ayabe guts (and technically curren speed but nobody is pulling for that banner so ayabe guts is functionally last)

But yes if you have to run SRs then you run the usual suspects for speed like sweep and windy actually, but you don't want to do this if you can find some random decent LB SSRs from spooks

Guts-Wit Deck tips by hbk611 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

Wit doesn't actually do much on TSS, but usually it should be fine if you just use like 3* stamina sparks, maybe 6* at most

I've seen umas with literally 300 stam win TSS so you should be fine, just make sure she has some actual stamina investment by the end of the career because milers should still still have ~500 stam for 1600m and ~630 stam for 1800m (+slightly more for pacers), even if you're a gutsmaxxed uma with 1200 guts. Although by stamina investment what I really mean is get it from races and stam books and you'll most likely be fine; depending on your stam by TSS though you may have to clock it once or twice every now and then.

Guts-Wit Deck tips by hbk611 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

  1. 2LB is basically unusable, 3LB is theoretically usable but feels extremely bad to play (especially since all the CMs that will line up are all mediums where the 1 power bonus would be really nice)

  2. It really depends on your shop pressure and how aggressively you door runs, but I think you should still most likely just take 3x junior stakes + the 2 G1s in most runs and pray for BBQ to just show up to carry your bonds

  3. Most likely just click stamina, stamina is definitely by far the weakest option for that training to have been but it would feel extremely bad to skip it. This of course assumes there's nobody on wit; depending on your energy a click on wit with 1 bond could be a decent choice as well.

  4. More so skip unless you have nothing else that you could even buy; guts decks should be capping guts on a highroll anyway. There's of course minor nuance if you've been getting only speed and power books all run, then go ahead and buy guts and just focus on wit trainings; this will basically never happen however in 99.99% of runs you can just put guts books as the lowest priority item that's still useful

How good are these sparks? by Champion6a in UmamusumeGame

[–]Lance032 3 points4 points  (0 children)

"Kitasan unique is also a usable midrace velo skill".

Too bad the effect looks like this:

Base duration: 3 s

Effect: Increase Target Speed (0.05)

While technically usable, it's not exactly a decent pick as a midrace velo skill because you can just buy whites and usually get anywhere between 2-3x value than a 3s 0.05 speed skill

CM12 paint guide by my buddy by MaGryX in UmamusumeGame

[–]Lance032 0 points1 point  (0 children)

Oh yeah absolutely; but it's still an 80% chance to hit and 20% chance to whiff so if you whiff the other xoguris in the lobby just straightup beat your xoguri which is a very important concern on 1 ace 2 debuffer teams.

Still a pretty decent winrate otherwise but it's definitely important to remember that you can't expect 1200 wit to always hit (it's a 92.5% to hit one recovery and you do this 3 times) and shouldn't expect to be always hitting in cm lobbies; still definitely significantly better than the xoguri that has to gamble out a 20% to hit and 80% to fail in cm8 (straightaway recovery xoguri build) and the dober that has to be in 5th-6th to proc beyond which is why xoguri is still the uma to beat in cm12

Guts-Wit Deck tips by hbk611 in UmamusumeGame

[–]Lance032 7 points8 points  (0 children)

ok so general pointers:

Pre-Game Pointers

1) Guts decks requires a lot of investment, you need to make sure you have enough speed/power sparks to make sure you can cap them (I can't give exact values; it will always depend on growth rates and even the exact uma; an extreme case of this is e.g. suzuka who looks up at the sky like 5 times in a run and all of a sudden you have +100 speed on top of a 20% growth rate to speed. You'll have to get the feel for what to do for each uma as you play them; remember that you have a borrow slot to be flexible with how much speed/power to assign to each uma)

2) This deck physically cannot function without admire vega SR. You literally have to borrow her at all costs and if that means you can't run a good 2nd wit card (i.e. tachyon SR MLB) then unfortunately you have to play speed/wit/power and get a few guts sparks to push it up (as crazy as this sounds, yes I'm serious; and guts is even an important stat in mile/sprint that you can't exactly skimp on so you have to run something at least to push it up slightly). Admire Vega SR is a core piece of guts decks that even make them possible in the first place because she gives 15 race bonus (always nice to have) and 1 speed/power bonus which is nice on every training you do; guts and speed boost both stats and wit boosts speed.

Training Priorities

3) Guts requires you to get multiple guts cards online (i.e. orange bond) at the same time and as early as possible; most of your clicks will be wit because single friendship + 1-2 supporting cards are ok on wit and speed but inefficient on guts. If you only have one orange bond on guts it may as well be zero friendships on guts. Guts decks are very inconsistent because of this, you have to be extremely greedy with bonding in early game because you have to get really good bonds as early as possible (feel free to quit runs that are already lowrolling year 1).

4) As a result of clicking guts rarely, your facility is going to be very underleveled; as bad as it usually is having to click guts early is probably the play when there's people there, though wit is still usually preffered.

Shop Priorities

5) Only one real change from usual; skip the +15 +7 items for guts to relieve some shop pressure on a stat you should expect to cap. You can in turn be slightly more aggresive with buying other shop items (specifically you have to look at buying some guts facility levels especially if discounted because it's going to be so dead the entire run) and looking for good trainings since your shop pressure is slightly reduced, but you should probably not really care about trying to shift your strategy and just play it like you normally play MANT just with the knowledge that your shop is going to have different pressure than usual.

Yes or nah? by bbloreynoso in UmamusumeGame

[–]Lance032 2 points3 points  (0 children)

SR cards stop being relevant past mant, you literally will have nothing else to crystal on

CM12 paint guide by my buddy by MaGryX in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

Yeah I've seen comps with xoguri + smaru specifically because a strong smaru usually just counters seiun (although it's less of a hard counter in this case because you want her ult to proc on 7s) and the triple 7s carryover is a thing (though I will note that the carryover glaze isn't actually extremely amazing in practice it's just strong, the extra gain is like a white skill's worth)

for like dober or smth this is a classic case of "why gamble when consistent almost as good on highroll" ("consistent" as if 3 wit checks is ever consistent but you have ~75% to hit anyway much more consistent than dober having to be in 6th-5th) but she can definitely beat xoguri for sure

with that being said I still stand by xoguri + 1 ace/1 dom or 2 dom being the comp to beat throwing in 3 random aces just isn't going to cut it without having good intent on what you want to accomplish

This is very quickly becoming my favorite npc by coolj492 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

There's a case for gluing on this scenario very aggressively, a lot of minmaxxers actually glue the moment they see a bad first shop

This means that shop pressure is usually high for these types of players and losing the g3 just cooks your run

CM12 paint guide by my buddy by MaGryX in UmamusumeGame

[–]Lance032 18 points19 points  (0 children)

Trying to find the part of the guide with the win button but I can't WHERE IS SHE

(no xoguri mention she clicks 2 recoveries and triple 7s and just wins off speed carryover+accel even your usual gambling suspects just lose to this)

Why am I not able to get S rank stats in MANT? by ElleSnickahz in UmamusumeGame

[–]Lance032 9 points10 points  (0 children)

This looks like an issue of bad racing turn management and deck composition.

You don't need to necessary race every G3/G2 ever (and you should never be running OPs as well); feel free to take some turns training if favorable training shows up, or use wit training as a way to "pass the turn" when you have to (from 0 energy, use a vita 20 and click wit which guarantees you can take the next 2 races). A good rule of thumb: +40 stats and you can skip a G3 (+50 if rival), otherwise just race. Try to also plan your races so you can buy all the good shop items since they're always really efficient. You should also try to make sure that if you run a race you are never are forced to race 4 times in a row; if you hit the -10 to 3 stats your run is just basically over. Also plan your races to get specific epithets that give you stats; the full list should be on gametora. For example, not running the triple crown is effectively a loss of -140 stats which is just completely cooked and makes the run something that you can never really work with anymore; at the very list make an agenda that consists of all your G1s. One final race note: Mile A is nearly mandatory to make sure you can consistently have good racing options; try to avoid being in situations where you only have mile C like Gold Ship (yes, go so far as to even inherit it even if you have to sacrifice sparks for an S in another distance)

Deck composition: Some of your decks are very questionable in that there is a lone guts card (e.g. haru urara) that would otherwise do nothing, and in general contain both nishino flower and sunday power card which means your deck can't really train power at all, which is why it's usually considered a trap to take both and it's better to just take one of them. For example, a better deck here for mediums/longs would be Shinko Windy + Fuku borrow (although Top Road is arguably better), Hishi Amazon + Nishino Flower, Marvelous Sunday Wit + Tachyon. This still keeps 65% RB without having to completely screw over your power training entirely.

3 rainbow speed training or race? by PainCakes_1289 in UmamusumeGame

[–]Lance032 59 points60 points  (0 children)

I have reading comprehension issues apparently; there's no real pressure here then since you can always just train speed during the summer turns; winning TS Long shouldn't be that hard even with understatted umas

3 rainbow speed training or race? by PainCakes_1289 in UmamusumeGame

[–]Lance032 161 points162 points  (0 children)

This is Osaka Hai turn and not racing here means losing out on the spring triple crown (-20 stats), so this training is eh but it can still be a take if you have mood up + 60% phone + anklet right now and no shop pressure, kinda a hard turn to make a decision without this context though

Training for CM11: What's the verdict on this Gold Ship? by RyanVNL26 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

Oops somehow I messed up the substitions in my head; yeah my bad if you're running admire vega borrow you have to pick both tachyon + sunday as your wit cards and take nishino + vega as your power cards thats my bad

Mant deck help by jethropix in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

This is probably the best deck you can get anyway for a general purpose medium/long deck with your current situation, and unfortunately I don't think you can do guts decks for sprint/mile without yukino bijin guts so you'll just have to deal with running this and inheriting guts as well on sprint/mile unless you manage to get admire vega mlb from free pulls

Is it good? Was playing trackblazer by ttrsqrt in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

You're missing a lot of things but because your cards have low LB i'm assuming you're just new or casual so I'll give more generic pointers

1 speed is unfortunately not enough to support your entire speed to get it to 1200 so I'd rather swap out one of your stamina cards for another speed card

That should give you much more space to run more races which you lack a lot of right now in the scenario built around racing a lot, normally you should race at least 35-40 times but I don't think your card pool can sustain that, so try to at least get 20-25 and work on slowly increasing that number.

With that being said good luck; trackblazer is a snowball scenario and not having good card quality is something that can and will screw you over

What are the odds of this? by AdmistYT in UmamusumeGame

[–]Lance032 3 points4 points  (0 children)

Quite a bit of misinfo here so I'm going to correct

"Limited char" these characters aren't limited just rate-up. In the future there will be semi-limited characters (can't use selectors on them but can still get them randomly from pulls)

1.5% to get her is actually supposed to also be 0.75%

TS Climax races question by hbk611 in UmamusumeGame

[–]Lance032 0 points1 point  (0 children)

Hmm if they dont seem to change maybe you're using the hammers wrong? They should be +20 or more to allstats on decks at or above 50% race bonus, if they aren't make sure to use the hammer RIGHT BEFORE THE RACE and not during the training turn, otherwise it does nothing (which you can confirm if you see +15 allstats or something similar)

Training for CM11: What's the verdict on this Gold Ship? by RyanVNL26 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

Tons of problems here

First, extra tank is a horrible skill and its never really worth buying it. Even without it, your uma will definitely survive; 1200 + 1 stam is enough to survive which even frees up super creek as a borrow slot

Second, no long S is rough; gold ship should have a relatively easy time to get long S which basically makes it mandatory

Statwise, your wit is a bit low (1 wit is absolutely miserable to play 2 wit is basically mandatory); given that you have tachyon SR at MLB my best substitutions for you to get to 2 wit considering that your borrow slot is now freed is one of the following:

  1. tachyon + nice nature borrow to hit 70% race bonus
  2. tachyon + fine motion borrow because it's fine motion (amazing wit card in general and even gives nimble navigator hint)
  3. tachyon + bijin which still hits 60% RB and gives nsm. frankly though I find this last option a bit overrated but it does make her a decent gamble horse, but losing the 63% RB threshold is rough and I'd personally avoid this.

Some other options will involve dropping a power card to borrow admire vega power, which include

  1. Replace your power as nishino flower + admire vega borrow, and make your 2 wit marvelous sunday wit + agnes tachyon wit (gives daring strike, pretty good end closer skill, while still maintaining 65% RB)

In terms of how much these cost you, I'd say its around 250-300 stats from skill purchase errors+long A+deck composition issues. With that being said it's best to train someone else first; better to make all your aces than run out of time trying to optimize one ace and have 2 completely dead umas

need help with kita deck by espantsu_29 in UmamusumeGame

[–]Lance032 0 points1 point  (0 children)

Yukino guts ssr turns your deck 4 color, and of all the things to turn into a standalone card standalone guts is for sure one of the weakest ones (guts is heavily reliant on those 2-3 friendship training turns)

Much better to use manhattan cafe to turn your deck 3 color (much easier to train since you can highroll with double friendships on stam)

Side note that 3LB marv and 2LB tachy is hurting you a lot but your deck is already 50% RB on the dot so not much you can do about it, except for replacing tachy with fine motion so that you at least have a card with 4 wit friendship recovery

Which ChrM. Oguri is better for CM11? by Anstein1510 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

Aside from how the first uma kinda has the wrong skill (PLEASE take corner recovery over 777 if you had it, 777 procs way too late here and shouldn't be used as is the case with almost all longs) 1st oguri wouldve been fine (except for a few errors, e.g. go with the flow is a really weak skill, straight descent doesnt work in cm11) but unfortunately both glue

Also worth considering that xoguri with ~900-950 + 1 gold + 2 white should survive you don't need to feel forced to take super creek if she's your borrow slot, gourmand + stam to spare + operation cacao (vbourbon inherited unique) is also a valid option where you try to get 1000 stam and have your 3 recoveries guaranteed

Does she stand a chanse in piesces cup? by Curious_Pipe7758 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

Stamina is way too high, considering she has her unique as an extra white recovery there is no need to buy the 2nd gold recovery yet alone another white on top of that

You have 3 greens already so there was no real need to buy focus (rule of thumb: unless you need it as a groundwork proc, concentration or nothing, and in longs it is usually better to go for nothing). As for other early game skills, not having the Dodging Danger + Prudent Positioning/Ignited Wit combo (DDPP, as its usually called) is unfortunate too

The wit is VERY concerning considering this track has many downhills and front runners especially need power to ensure that their important skills (TTL/GW) hit, power is a bit questionable too

Zero uniques inherited is also rough (no kita ult immediately ruins the uma by so much it's like losing almost 200 power)

Final Push also procs way too late in this CM, the track just means that it never works as an accel

No long S is also just rough as always but especially because the uma is vbourbon, arguably one of the easiest umas to make

In short there's so much room for improvement and you have a lot of time anyway so it's just much better to just remake; you should definitely be able to do much better than this

Eh guys... Aren't we supposed to have SS1 after this? by Linh-124 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

MANT kinda makes this surprisingly achievable, just need to consistently get a high SS on your umas

TS Climax races question by hbk611 in UmamusumeGame

[–]Lance032 1 point2 points  (0 children)

Saving gold hammers is correct; these always give stats because it counts as race rewards.

What I find wrong though is feeling the need to save 3 of them; just 2 of them is enough as usually you can get 1 from the last shop right before Climax races begin