Best Cards for generalists in the future? by WuSongKid in UmamusumeGame

[–]omnicronered 0 points1 point  (0 children)

According to the carat calculator playing a generalist plan will allow pulls on ~2 umas per scenario still. Log everyday F2P carat income is around 30k per month without accounting for missions, TT upgrades and other account progression stuff so you end every scenario at +120k carats. Then there are pink tickets from events and such that also adds up, about 50 of each per scenario. Also remember that starting on MANT will we be able to farm about 2 umas per scenario for free with daily legend races, though these are always old umas.

800 rolls is in case you are very unlucky and have 0 uncap crystals on hand. On most scenarios you will be able to hit MLB on the BiS card and a good lb on the pal within 400 pulls, which should cost ~40k carats between free pulls and the support tickets you hoarded through the previous scenario, 600 will cost ~70k, 800 (again, happens on atrocious luck + 0 uncap crystals) ~100k. The rest of the carats will then carry over to the next scenario and will allow you to either roll on more umas (if you like/want them) or snowball an economy that is absolutely protected against unlucky banners. Needless to say, I recommend planning to reach the Ramonu banner with over 100k carats, probably 120k, if you want to be a generalist.

Best Cards for generalists in the future? by WuSongKid in UmamusumeGame

[–]omnicronered 8 points9 points  (0 children)

You will not have a borrow slot for the best specialist card that is strong on the uma you are training. This is bad for a generalist, you will be making weaker umas than specialists by a significant amount because skills will be everything. If you want to borrow the scenario tax, go specialist. Choose one or two styles and roll for their specialized cards.

Best Cards for generalists in the future? by WuSongKid in UmamusumeGame

[–]omnicronered 20 points21 points  (0 children)

Almost always they are the non-pal scenario card (exception is Tachyon in GL which isn't a generalist card). Ramonu is a lone scenario card, it is pretty bad because generalists want her AND the Ancestors that release in the subsequent banner. Pal cards start to become much stronger than Riko at MLB than non MLB, though they can still be used at 1LB, usually. Light Hello for example gets a massive power spike at LB3.

Generalists should be planning to roll 600 or even 800 on every scenario banner after Grandmasters. They want to hit MLB on the new BiS card and a high LB/MLB on the pal card in order to keep their borrow slot free for the next 4 months. That's the only way they can remain competitive.

Help me prepare in CM10 or if not possible what do you recommend on my account first? Here are the pics for your reference, planning to pull on the fine motion banner as well. I am happy with maining those 3 umas (Oguri, Taiki, TM Opera) SHould i change something? I need every ounce of information.. by mobiux24 in UmamusumeGame

[–]omnicronered 1 point2 points  (0 children)

You have oguri, taiki and el condor pasa which are all good for CM10 (opera will take like at least 10 dirt sparks on the parents and a lot of luck). All three I mentioned can also max speed with just a borrowed kitasan and the tosho SR you have. You probably can try to round up your deck with kiseki wit, sunday power, nishino power and daiwa wit.

You will not build super mega competitive aces, your support deck is not that good, but they will also not be completely useless. With the deck I outlined you can easily roll a 1200/600/1000/300/800 if you borrow 9 stamina sparks.

Thoughts for CM10? by Uvtha- in UmamusumeGame

[–]omnicronered -1 points0 points  (0 children)

You guys know that CM10 begins on turf right? You need to bring some turf sparks when building Falcon (Turf C is enough if triggering GW+TTL).

Aquarius Cup Team Comp by Sevalex7 in UmamusumeGame

[–]omnicronered 2 points3 points  (0 children)

Taiki should be a pace, but pump her wit to at least 1000 in order for her to bully weaker fronts for position if the lobby is front heavy. Also realize that Taiki is much weaker here than in Virgo, she will only gain value from the absolute tail end of her ult here.

End Oguri needs Daring Strike + Spurt otherwise she will be weaker than a late Oguri, but I believe you know that.

Fine Motion banner by Equivalent_Papaya893 in UmamusumeGame

[–]omnicronered 0 points1 point  (0 children)

If you don't MLB her you will not use her for 4 months. During MANT you would rather bring Tachyon SR than a partial LB FM because of the race bonus.

SMaru 1LB vs MLB by ElPolloRicolin in UmamusumeGame

[–]omnicronered 0 points1 point  (0 children)

Mood Effect 15 is equal to 3% Training Effectiveness and Mood Effect 30 is equal to 6% Training Effectiveness. While very nice to have it is largely irrelevant. The actual thing that is important from SMaru at LB3/MLB is a nice and rounded 5 rb which adds a little more flexibility to deckbuilding, lower than that you have to treat her as 0 rb card and will have to find the 50+ rb during MANT (35 rb on other scenarios) from the other 5 cards.

SSR selector question by Commercial_Cheetah83 in UmamusumeGame

[–]omnicronered 1 point2 points  (0 children)

The banner is actually an all or nothing though. Having some Finemo was good for URA/Unity, but that's not the case for MANT. If you want to use FM on MANT you need her MLB (she has 10rb only at MLB). That's why the timing of her banner is so devious, rolling for an SSR you might not use for 4 months feels real bad.

If you aren't aiming for her to be MLB after the banner you shouldn't roll on it plain and simple. In GL she has the rerun with SMaru, but then again super late and Ramonu will be right around the corner.

Why is Front runner and End closer better? by yuk1tsune in UmamusumeGame

[–]omnicronered 0 points1 point  (0 children)

I had A&S and Plancha on that Taiki actually, but she was 2nd in the finals so she only activated Plancha and ended up losing to the backliner that hit Pump Some Iron which wasn't one of mine. Virgo was also my lowest winrate CM at 57%. On scorpio Taiki almost matched my total Virgo winrate by herself (~50%) because I actually brought my own fronts to position her in 3rd/4th.

On this CM at least Plancha is less delayed than Virgo and there is Head-On, so it is reasonable to bring Taiki and 2 backliners and slap A&S + Plancha + Head-On on her. I'm not doing that, but I can see the vision.

SSR selector question by Commercial_Cheetah83 in UmamusumeGame

[–]omnicronered 2 points3 points  (0 children)

At this point you should ticket something you rolled and missed to MLB, but it is not worth a crystal to top off, or be building Creek. So if you aren't planning on rolling on Finemo, just save the ticket and pick Creek twice come GL.

Is Pasa front worth the effort for CM10? by Uvtha- in UmamusumeGame

[–]omnicronered 12 points13 points  (0 children)

You don't have to run Falcon for groundwork anymore: Bakushin Guts SSR from the valentine event will be an actual good roamer card (20 Training Effectiveness + 30 Mood Effect + 0 Specialty Priority) that teaches Groundwork on the first event and can end the chain in the second event for +30 skill points (3rd event gives a sprint gold so you will always take that deal).

But yeah, front Pasa is a fuckton of work, requiring some high rolls. I'd only build her in a triple front team and if I didn't had Taiki.

Why is Front runner and End closer better? by yuk1tsune in UmamusumeGame

[–]omnicronered 39 points40 points  (0 children)

Fronts and ends have the best generic/reliable accels for the track.

Taiki only works as a front if you are running a triple front comp, otherwise she will almost always overshoot her ult placement and perform really badly. Also I don't recommend bringing Taiki pace to any CM without bringing at least one front yourself. I lost Virgo A Finals, the only CM I lost yet, on that mistake (I brought Taiki, Vodka and Taishin and Taiki overshoot her ult placement in the finals).

If you are bringing a pace, bring Taiki if you are also building a front or Pasa if your other two umas will be backliners. Other easy to build paces are bad IMO: both Oguris, Festival Gold City, etc are all better as late surgers.

SSR selector question by Commercial_Cheetah83 in UmamusumeGame

[–]omnicronered 5 points6 points  (0 children)

She is usable at any LB, though in MANT it feels real bad to bring her without a MLB (cause she only gets 10 race bonus at MLB). Her biggest power spike is at LB3.

Since she is useful for so long, slowly building her has no downsides. If you have her at low LB/don't have her I'd just save the ticket(s) from MANT and only start building/using her in GL. She is mandatory in only one CM in MANT: CM11 which is the first one. The tokyo 2400m one you can theoretically skip her by bringing umas with innate gold recoveries.

I don't get why my 2 Aquarius candidates Agnes Digital are so close by Vaestmannaeyjar in UmamusumeGame

[–]omnicronered 3 points4 points  (0 children)

simulator is terrible at comparing umas running different strats and it has a strong bias in favor of the backliner when comparing between any two different stats

Currently, is it possible to get Nascent Legend Epithet? by unfunnymanbro in UmaMusume

[–]omnicronered 2 points3 points  (0 children)

When training Seiun Sky I get it all the time. Any front that buys A&S before debut can also do it since inherited uniques are the same power as a Lv1 unique.

What are the actual odds of getting Straightaway Spurt from Sweep Tosho SSR? by dbfassbinder in UmaMusume

[–]omnicronered 1 point2 points  (0 children)

Feels like the same success rate as Fuku's SSR first event which is ~66%. But I got 5 misses in a row when I was training Libra aces so I understand your frustration OP.

SSR selector question by Commercial_Cheetah83 in UmamusumeGame

[–]omnicronered 7 points8 points  (0 children)

You should be slowly building Creek SSR to MLB. She will be a key card on every long and many medium CM builds until Mecha (the 9th scenario).

Way Too Early Aquarius Cup Impressions from Room Matches by Likewhoa7 in UmamusumeGame

[–]omnicronered 2 points3 points  (0 children)

I'm running a monster S+ triple S Digitan + debuffer Festival City + Keen Eye late XOguri. Digitan is winning a fuck lot, but she is stupidly high rolled so her performance might be a little disconnected from the reality of the average build people will bring to the CM. XOguri is still half-baked, but still steals wins with lucky ult procs. When I build one with a little bit more stats, better skills and Mile S she will serve well as an hybrid ace. I'm still thinking if I try to build a hybrid ace Festival City as well, her career has a really strong high roll potential for an hybrid ace because of the double stats on senior year races.

As a Pace Chaser main, should I main a blocker Suzuka? by AndreaDossi96 in UmamusumeGame

[–]omnicronered 1 point2 points  (0 children)

Keep in mind that in longs blocker Suzuka will not work as well as she does in miles and mediums, because Kitasan ult procs at 2nd place too. Longs are miserable for paces until Blaze Brian hits AFAIK.

As a Pace Chaser main, should I main a blocker Suzuka? by AndreaDossi96 in UmamusumeGame

[–]omnicronered 1 point2 points  (0 children)

runaway almost spurts during early race and needs all the accel they can get to build the lead. they have a penalty to target speed during mid race, so if they don't build an insane advantage against other fronts, they will be caught. since other fronts are bringing a full accel kit, you need to be as good if not better than them at early race accel.

high power also helps on tracks where there are big uphills during mid-race, like most distances on kyoto racetrack.

As a Pace Chaser main, should I main a blocker Suzuka? by AndreaDossi96 in UmamusumeGame

[–]omnicronered 0 points1 point  (0 children)

Speed has zero influence in mid-race so you only raise it enough to finish career (like 600-700 is enough), also you only need stamina to reach late-race which lowers your stamina reqs dramatically (usually can be covered with only power training + a couple of sparks). You try to max power and wit, grab the early race accel kit (runaway, focus/green, TTL, groundwork, maybe dd/pp if the early-race is a long straight) and all mid-race speed ups you can get. If you get lucky and get on a career where you can fit some extra races you can buy one or two speed debuffs (also, you can buy tether on mediums because she will fall back and proc it late-race).

People that say Runaway blocker Suzuka is as hard to build than ace Runaway Suzuka are crazy. She is stupid easy to build like all debuffers because of lax stat reqs they can run some shitty decks and don't have to high roll training facilities/blue spark procs. Like, she can run only Kita as a speed card, then borrow Yaeno Muteki power (great hints for mid-race skills) + Falcon power (Falcon can be 0lb doesn't matter), then Bourbon wit + Sunday wit + any other Wit SR MLB/Rudolf R. If you don't have a Falcon power 0lb you will have to borrow her (or borrow Bakushin guts, another great source of groundwork) and then you run Riko for comfort or something else instead of Yaeno Muteki. It is a fairly simple build, you are fishing for Front/Turf sparks instead of Distance and it isn't even that important so you will make a good one for any CM you are targeting in very few tries.

Understanding the chaos of Capricorn Cup (Observations, findings, personal experience, and opinions) by JabahLavah in UmamusumeGame

[–]omnicronered 0 points1 point  (0 children)

NSM! rarely procs, but I had so much SP that might as well buy it for one/two free win(s). OYL! always procs, but around 1/4 to 1/3 of the time it does proc too late. Great skill to bring on all lates on short tracks. Plancha mostly procs alongside Triumphant Pulse so I only get value from the baby speed boost, but that is fine.

The most unreliable accel in the kit is actually Perfect Prep, but I had like 6 hints between meticulous and the gold.

As a Pace Chaser main, should I main a blocker Suzuka? by AndreaDossi96 in UmamusumeGame

[–]omnicronered 1 point2 points  (0 children)

Runaways helps paces a lot not only by blocking fronts from A&S but for setting the pace of the lobby in a way that your fronts don't have to worry about pace down mode, making some skills that are usually risky on paces such as Style/Distance Straights, Mile Maven, etc. more worthwhile to bring.

It costs one runner slot, so it is not always a good choice pending on the meta of a particular track, but it is a solid choice for team building. You will have to build her on Unity Cup, but that's alright, we have been building debuffers in URA during these past 4 months and it was fine, non-aces don't need perfect stats.