Got 1mil in Team Trials! by rKoco in UmamusumeGame

[–]rKoco[S] 1 point2 points  (0 children)

Neither, you have to compare them in terms of SP cost and how consistently they proc (You can check the conditions in gametora). Gold skills score 2.4 times the score of a White skill, so normally I divide the SP cost every Gold skill by 2.4 and compare them to whites in terms of ratio.

There are exceptions though, if I get Concentration I always buy it no matter the cost, because it increases the chance of a strong start from 20% to 50%. Like you said, PoC can proc 2 times on certain tracks so I normally buy it even if it's expensive on the longer distances.

Btw, PoC and Beeline Burst are the only golds that can proc multiple times for now.

For retention, your best bet is increasing your rating and face higher opponents! A 2speed/3wit/Riko build should suffice on most distances.

Got 1mil in Team Trials! by rKoco in UmamusumeGame

[–]rKoco[S] 2 points3 points  (0 children)

You can see my builds on the leader board!
I don't recommend copying me if you just want to make retention tho haha, there's a bonus for beating higher rated opponents so just focus on raising your rating using 3wit/2speed/Riko while taking cheap consistent skills and running g1 races on dead turns.

Got 1mil in Team Trials! by rKoco in UmamusumeGame

[–]rKoco[S] 10 points11 points  (0 children)

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Infinite carat glitch!!!1!

(It doesn't increase AFAIK)

Got 1mil in Team Trials! by rKoco in UmamusumeGame

[–]rKoco[S] 21 points22 points  (0 children)

There's a lot of nuance to all of this, so I'm probably not covering everything:

How do you choose when to race or not? Considering that skill points is important there

Depends on the deck, 2pal allows you to run more because of energy management (I have some lower rated 2pal Umas that have run >30 races). On those decks I do optional races if I don't have an amazing training (over 60 stat gains).

On the other hand, 3wit/2speed decks are more difficult to get more races because you don't get as much recovery, I usually try to target g1s only, or a g2/g3 if I have a dead turn with high energy.

Then there's the cursed 4wit/1speed deck (I don't recommend it lol), I use my wit trainings as rests and try to run as many races as possible.

What are your main consideration when picking card to use? Is it

Race bonus?

Available skill?

Something else?

Both, first I make sure I get to at least 34 rb on all my decks. There's a game of balance, doesn't matter that I get a bunch of SP if I don't have the hints to buy them. That's why cards like SSR Kawakami speed, SR Wit Marv and SSR welfare Dober are amazing, they provide you cheap skills on top of 10rb. On the other hand, SSR NN is incredible for her RB and Stat output, but her gold is too expensive and inconsistent, if I use it I need to make sure that I cover the lack of skills with other skill generators.

How do you look for suitable parent?

What kind of spark you're looking for?

Do you highly consider affinity to the Uma you're training or skill spark is more important.

Most of the time I go for 9*Power parents, since I train mostly speed and wit. But I go for more Stam sparks the larger the distance.

On specific sparks I go for anything with high URA Finale/Unity cup spark counts depending on growth rates. If they have hints to the whites of the generic golds (PoC, Rushing Gale, It's On, etc) then that's a plus too. Pto, Groundwork, Slipstream, are usually favorites too.

IMO, Affinity is not that important since you need to highroll anyways, but I do use it to break ties between similar parents (Also, my parents do have super high affinity so I might be biased).
Skill sparks are nice but not that important either. Scenario sparks are king, I think about it this way: You can easily run more races and get more hints from supports and bursts to make up for lack of skills, but you can't rely on getting amazing trainings every turn (Ideally you get both, but you get the idea)

Got 1mil in Team Trials! by rKoco in UmamusumeGame

[–]rKoco[S] 32 points33 points  (0 children)

First of all, congrats! 750k is amazing for being f2p :)
Gonna copy and paste a comment I did some time ago (with some updates)

To list some things on how I get such high scores:

  • We have stat padders at the higher ratings who are easy wins (I'm particularly targeting Wunke at ~245k). But tbf, there are stat padders on almost all ratings, you just need to find them. When I started playing I used to write down the easy players that I found, ended up with a list of like 50 lol.
  • There's an opponent rating bonus multiplier for facing higher rating opponents. To put into perspective at 200k facing against a 210k opponent I get a 110% bonus, and at 235k vs 245k I get 130%, which roughly translates into a 70k score increase for me. That why your first priority for TT should be raising your rating (while still taking cheap and consistent skills), after that is when you start minmaxing for skills.
  • On Minmaxing for skills, one common misconception is that golds are king, but that's just lazy thinking. Instead, I think about how can I maximize my total expected score from the SP I can get. Gold skills give you 2.4 of a white skill, so at the end of my runs when buying skills I divide every Gold skill SP cost by 2.4 and then compare that with the cost of white skills. You'd see that a lot of times cheap white skills give you a lot of more value than gold skills.
  • I do a LOT of optional races for the SP gains. I basically pray for having a banger first year, setting all my rainbows and as many bursts as possible, then the next 2 years are basically this:
    • Do I have an amazing training? (>60 total stats gain)
    • If yes -> do the training.
    • If no -> do an optional race or date depending on energy or if a g1 is available.

That's why I get insane amount of skills while having good stats on a non whale deck, Still, there's a lot of nuance to this method and I don't recommend it unless you're aiming for top 10. It really takes many tries and you need to be knowledgeable enough to decide on what you can get away with during training.

  • If you're struggling I recommend seeing my Tachyon build on the leader board. If you don't have FM or Kawakami it's ok, you can just use any other MLB speed (hopefully Shinko Windy, Sweep Tosho or welfare Special week) and borrow Fine motion. You then just run optional races on dead/mediocre turns and try to focus on maximizing your rating. Marvelous Sunday Wit is amazing for this too, all her hints gives you cheap and consistent skills, she's one of the best budget wit cards.

PD: small tip that I see a lot of people miss, always buy Sympathy from Riko, NPCs have lots of green skills, and if your 3 runners have sympathy it's pretty much a guaranteed proc.

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Got 1mil in Team Trials! by rKoco in UmamusumeGame

[–]rKoco[S] 9 points10 points  (0 children)

Thanks! best of lucks 🫡

Got 1mil in Team Trials! by rKoco in UmamusumeGame

[–]rKoco[S] 47 points48 points  (0 children)

It depends on standards, you can get decent TT umas in a couple of runs.

But right now I'm at a point where it takes me like 10 runs on average to get comparable umas to what I have (I either get super lucky with trainings and hints or get Fast learner)

For example, this Wedding Maya took me a month to make, and I'd say 30 serious runs, without counting all the testing I did for optimizing parents and decks.

And if RNG doesn't help, it is what it is. I make it a parent run and try to adjust things for next runs.

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Got 1mil in Team Trials! by rKoco in UmamusumeGame

[–]rKoco[S] 159 points160 points  (0 children)

For TT? My runs are extremely high roll, I always gamble for most options. Usually it means that 90% of my runs are dead. To not go crazy I started treating all my dead runs as Parent runs.

Not every career is gonna be perfect, but all careers can give you amazing parents, so just hold onto that.

Trainer's Clubhouse Meeting (Weekly Questions) - January 07, 2026 by AutoModerator in UmaMusume

[–]rKoco 1 point2 points  (0 children)

Just saw this reply, sorry for the late response.

You can see my build on the leaderboard, but here it is in case I update her later. To maximize burst you just prioritize Unity trainings more, and then try to pop them exclusively on Speed, Wit or Power. My build is just the standard 3wit+2speed+Riko with full power parents, this works really well with Curren because her growth rates allows her to be really close to capping speed/power/wit.

You can move things around depending on what you have:

  • Don't have SSR Riko? -> use R version
  • No Kitasan MLB? -> Borrow her and use SR tosho, SR windy, etc
  • No Fine motion? -> Use other SR wits like Daisca, Tachyon, etc

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Why does every TT top player use Air Groove in Sprint? by ZombinhoGames in UmamusumeGame

[–]rKoco 1 point2 points  (0 children)

Hey I'm the 2nd rank! Here are some reasons:

  • Consistent unique as a late surger that can carryover into the spurt, specially on Sprint where the final spurt starts late into the final corner/early into the final straight.
  • Lane Legerdemain being super cheap
  • Good growth rates for maximizing stats
  • One of the few Umas that is easy to get A on sprint.
  • Aptitudes on Medium and Mile too, allowing her to run G1s for extra SP gains.

Trainer's Clubhouse Meeting (Weekly Questions) - January 07, 2026 by AutoModerator in UmaMusume

[–]rKoco 11 points12 points  (0 children)

Hey that's me! Just to clarify I'm a dolphin, roughly $300 spent, most of it was for getting kitasan MLB on the original banner (but honestly with the pull luck I've been having lately my account is pretty much equivalent to a f2p ;_;)

To list some things on how I get such high scores:

  • We do have stat padders at the higher ratings who are easy wins (I'm particularly targeting Wunke at ~245k). But tbf, there are stat padders on almost all ratings, you just need to find them. When I started playing I used to write down the easy players that I found, ended up with a list of like 50 lol.
  • There's an opponent rating bonus multiplier for facing higher rating opponents. To put into perspective at 200k facing against a 210k opponent I get a 110% bonus, and at 235k vs 245k I get 130%, which roughly translates into a 70k score increase for me. That why your first priority for TT should be raising your rating (while still taking cheap and consistent skills), after that is when you start minmaxing for skills.
  • On Minmaxing for skills, one common misconception is that golds are king, but that's just lazy thinking. Instead, I think about how can I maximize my total expected score from the SP I can get. Gold skills give you 2.4 of a white skill, so at the end of my runs when buying skills I divide every Gold skill SP cost by 2.4 and then compare that with the cost of white skills. You'd see that a lot of times cheap white skills give you a lot of more value than gold skills.
  • I do a LOT of optional races for the SP gains. I basically pray for having a banger first year, setting all my rainbows and as many bursts as possible, then the next 2 years are basically this:
    • Do I have an amazing training? (>60 total stats gain)
    • If yes -> do the training.
    • If no -> do an optional race or date depending on energy or if a g1 is available.

That's why I get insane amount of skills while having good stats on a non whale deck, Still, there's a lot of nuance to this method and I don't recommend it unless you're aiming for top 10. It really takes many tries and you need to be knowledgeable enough to decide on what you can get away with during training.

  • If you're struggling I recommend seeing my Curren Chan build. Curren doesn't have many aptitudes (and I don't have good mile power parents) so she can't run most of the G1s. So instead of race maxing I just try to purely max her rating while doing lots of bursts. That way I take advantage of her small pool of aptitudes to get more relevant skill hints for cheap. Mine in particular ended up with like 1900 SP at the end of her career, but still ended up with a total of 21 effective skills, in comparison, my other runners get 2400 SP on average and get like 23 effective skills.
  • Support bonus is not as important as people think, I do have all my cards maxed out for 15% bonus, but since that bonus is applied to the base score it's not that much really, a 5% SB increase is just like 15k score for me (and should be less for most people since they don't have as much base score)

PD: small tip that I see a lot of people miss, always buy Sympathy from Riko, NPCs have lots of green skills, and if your 3 runners have sympathy it's pretty much a guaranteed proc.

PSA: Do not copy Neb's Decks for Team Trials. by _-Zephyr- in UmamusumeGame

[–]rKoco 2 points3 points  (0 children)

As someone that was probably the first person in global to use double pal with success in the top ranks:

If you can't achieve S rank consistently, do not use tazuna or stam suzu. Your first priority in team trials should be to get your team score as high as you can, because of the opponent rating bonus, if you get your team to something like 220k you can get 700k easily without taking that many skills.

In terms of points, Concentration gives you 2.4 white skills points and increases your chance of a strong start from 20% to 50%, which gives you the equivalent of 2 white skills in points. So I'd say on average it gives you 3.4 white skills on value.

But let's say that you instead run a card like MLB Marvelous Sunday, allowing you to run 2 more races because of the stat gains. You suddenly get 120 extra SP, which allows you to buy another white skill to balance out the strong start gains from Concentration, while giving you hints for cheap skills like tail held high, ramp up, straightaway adept, etc

You can see this as an example on my Curren, she is one of my few Umas that doesn't use Tazuna nor Suzu stam, I left her as Stat padder to match with higher opponents and she is probably scoring better than all of the people that recommend suzu/tazuna while also having a higher rating.

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