Summary

  • Bring at least one Front Runner: JP's winning style here (late race starts in corner 3, 310 m final straight, slopes). In JP, Kitasan Black [Crane's Ambition] stood alone at the top; if she reaches Global before Dec 12 (her banner is estimated for Oct 22) she is the ace, otherwise use Mihono Bourbon [CODE: ICING] or Silence Suzuka.
  • Oguri Cap [Ashen Miracle] as Pace Chaser is the strong piece already in Global: give her 3 heals that fire from mid-race (Hydrate, Straightaway Recovery or Corner Recovery ○, Triple 7s at ~1223 m) plus inherited U=ma2 as backup so Festive Miracle triggers.
  • Fill the third slot with a debuffer: 'Kitasan + Oguri + debuffer' was the Round 2 template, and one player won the Graded League Finals, Group A, with it (77-4 overall). Use stamina debuffs against Front Runners (Flustered/Subdued Front Runners, Mystifying Murmur) or Dominator for speed.
  • Stats ~1500/800/1200/1000/1100 with Medium S; stamina 750-800 without a gold heal, ~570 with one; Front Runners want ~1000 guts; aim for 1200 power.
  • Skills: inherited Angling and Scheming for Front Runners, Groundwork + Taking the Lead, Prudent Positioning + Dodging Danger, straightaway speed over corner speed. Skip final-corner accelerations (Red Shift/LP1211-M, Unrestrained, Final Push) and Encroaching Shadow.
  • Late Surgers/End Closers only as a three-back-runner team or with a top build; expect ~3 Front Runners per room (1-5).

Guides: Kitasan + Oguri + debuffer, or one ace and two debuffers.

Running styles

Styles the guides favor: Front RunnerPace Chaser

Use is the share of rival Umas that ran each style in Japan: how popular it was, not how often it won.

StyleVerdictUse in JapanNote
Front RunnerBest33.6 %Measured Use is measured (includes Runaways, JP counted them as Front Runners); 'best' rests on guides and small samples. Graded League Round 1: 27.9% (n=1291); Open League 24-25%. Wins: Kitasan Black [Crane's Ambition] took 40% then 76% of the races one blogger watched in Round 2 (≈15 and ≈17 races, anecdote); two JP guides rank Front Runner first; one Graded League Finals winner: whoever enters the late race in 1st rarely loses. Groundwork, Taking the Lead and the lane combo decide the lead fight. Sample: use: 894 rival Umas, Graded League Round 2; no measured win data
Pace ChaserStrong35.6 %Measured Most used style (Round 1: 39.9%); second in wins behind Front Runner per two JP guides and blog samples (Oguri Cap [Ashen Miracle] 20% and 12% of watched wins). Outside Oguri, accelerations were random (Neck and Neck, No Stopping Me!, Take the Chance, Solid Strike); Shooting Star was the best inherited one, Bring on the Banquet! with few Front Runners and Moving Past, and Beyond with many. Sample: use: 894 rival Umas, Graded League Round 2; no measured win data
Late SurgerWeak20.6 %From guides Use measured, verdict from guides: one JP wiki says the new 'conserve power' mechanic did not change Late Surger's standing; another guide ranks it above End Closer. Needs high mid-race positioning (Uma Stan, Hot Pursuit) and early accelerations (On Your Left!, Take the Chance, inherited Moving Past, and Beyond / Let's Pump Some Iron!). Sample: use: 894 rival Umas, Graded League Round 2; no measured win data
End CloserWeak10.3 %From guides Encroaching Shadow is useless on this course (late race starts in a corner, not on a straight). One JP wiki: winning from the back needed three back runners or an exceptional build (Mr. C.B., Narita Taishin [Difference Engineer], Hishi Amazon with evolved skills). Mr. C.B. finished 2nd by a length in one blogger's Finals. Sample: use: 894 rival Umas, Graded League Round 2; no measured win data
RunawayViablenot countedFrom guides One Runaway Suzuka works sometimes (she won one blogger's Graded League Finals, Group A; a 100+ room-match series ranked her win rate just behind Kitasan); Runaway x3 does not win (one JP guide). One JP wiki: a weak counter to Kitasan, who fires her unique from 1st-3rd. Usage share is inferred from Suzuka + Twin Turbo. Sample: not separated from Front Runner in the usage data; Suzuka was 6.2% of Graded League Round 2 rivals

Expected room

Front Runners per room (Runaways included): 3 on average, from 1 to 5. Runaways per room: 0.5 on average, from 0 to 2. Measured

The Front Runner figure INCLUDES Runaways (JP counted them as Front Runners); pure Front Runner is about 2.5. The usage data's 6-rival distribution (0:6.1%, 1:25.5%, 2:37.6%, 3:23.5%, 4:6.6%, 5+:0.8%) is two identical teams convolved, so one team is solved for and yours added as a third (equivalent to use x 9). Other rounds: Graded League Round 1 2.5 (1-5), Open League 2.2 (0-4). Runaways are an inference, not a measurement: 0.4-0.7 per room depending on how many Suzukas ran Runaway; a binomial model gives 2+ Runaways in 5-14% of rooms. Global may have fewer Front Runners if Kitasan Black [Crane's Ambition] is missing.

Umas

What Japan used and what the guides recommend, one card per outfit. A recommendation is a guide author's priority, not a chance of winning.

  • Kitasan BlackCrane's AmbitionFront RunnerAceNot in Global yet

    In Japan: Most used Uma in Graded League Round 2 (17.2% of 894 rivals; 10.2% in Round 1); 40% then 76% of the races a blogger watched in Round 2; SS in a JP tier list; top win rate in one 100+ room-match series; ace of one Graded League Finals, Group A, winning team. Her strength relied on two evolved skills (Taking the Lead and Escape Artist evolutions) that Global lacks. Her Global banner is estimated for 2026-10-22. Measured

  • Oguri CapAshen MiraclePace ChaserCoreMain pick

    In Japan: 15.2% of Graded League Round 2 rivals (98.7% as Pace Chaser); 20% then 12% of a blogger's watched wins, usually 2nd behind Kitasan; SS in a JP tier list; on one player's 77-4 team. Unique Festive Miracle needs 3 heals after half race. Global data: Pace Chaser A, Medium A. Measured

    Guides:Pace Chaser: Unique accelerates on this course

    • Recoveries and consistent activation
    • Validate availability and version in Global

    umamusumelabo.com

  • Mihono BourbonCODE: ICINGFront RunnerAlternative

    In Japan: 4.4% of Graded League Round 2 rivals; S in a JP tier list; she and Kitasan took the wins in one player's Front Runner x3 team (Graded League Finals, Group A, 3rd). Best Front Runner already in Global if Kitasan Black [Crane's Ambition] does not arrive. From guides

  • Silence SuzukaInnocent SilenceRunawayAlternative

    In Japan: 6.2% of Graded League Round 2 rivals, 100% Front Runner; won a blogger's Graded League Finals, Group A, as a lone Runaway; a 100+ room-match series: win rate behind Kitasan and at or above Oguri Cap [Ashen Miracle]; S in a JP tier list. Can also run as a normal Front Runner. Global data: Long E is irrelevant here, Medium A. Anecdote

  • Tokai TeioPeak JoyPace ChaserAlternativeConditional

    In Japan: 6.7% of Graded League Round 2 rivals, 100% Pace Chaser; in 82% of the teams one blogger met on day 2 but 13% then 0% of wins; A in a JP tier list. JP strength came from her evolved Teio Step, absent in Global. Measured

    Guides:Pace Chaser: Mid-race to accelerate from close up

    • Don't fall far behind the leader
    • Validate availability and version in Global

    umamusumelabo.com

  • Mr. C.B.Clear BlissEnd CloserAlternativeNot in Global yet

    In Japan: Best back runner: 7.2% of Graded League Round 2 rivals (split 74/26 between End Closer and Late Surger, OCR does not say which way); 2nd by a length in a blogger's Finals; 4th in a 100+ room-match ranking; a JP guide also suggests running her as Late Surger. Relied on her evolved Soaring Steps. Her Global banner is estimated for 2026-12-01. From guides

  • Narita TaishinDifference EngineerEnd CloserAlternative

    In Japan: One JP guide's End Closer pick with Mr. C.B.; A in a JP tier list; a JP wiki lists her among back runners that beat Kitasan. Her evolved Bolt from the Brink (4 s acceleration) was the reason, and Global lacks it. From guides

  • Ines FujinMelt Your HeartFront RunnerAlternativeNot in Global yet

    In Japan: S in a JP tier list (mid-race speed + heal unique, many Front Runner skills); low usage (around 1% of Graded League Round 2 rivals). Her Global banner is estimated for 2026-11-13. From guides

  • VodkaFiery Aqua VitaeLate SurgerAlternative

    In Japan: One JP guide's Late Surger alternative to Mr. C.B. (learns No Stopping Me! herself). No usage figure in the top-19 of Graded League Round 2. From guides

  • Eishin FlashPrecise ChocolatierLate SurgerDebuffer

    In Japan: Debuffer of one Graded League Finals, Group A, winner from day 4 through the win, with Flustered Front Runners, Subdued Front Runners and Mystifying Murmur to punish low-stamina Kitasans. Her running style was not reported; Late Surger is inferred (Late Surger A in Global data). Anecdote

  • Grass WonderStone-Piercing BlueLate SurgerDebuffer

    In Japan: Speed debuffer of one Graded League Finals winner for the first three days (76-4 run); she learns Dominator herself. 5.9% of Graded League Round 2 rivals, probably partly as debuffer. Style is inferred (Late Surger A in Global data). Anecdote

  • Kitasan Black正月Front RunnerMain pick

    Guides:Front Runner: Control up front

    • Win position over another Kitasan
    • Validate availability and version in Global

    This outfit is not in the game data yet.

    umamusumelabo.com

Stats and aptitudes

Target Speed Stamina Power Guts Wit
Recommended1500800120010001100
Minimum14008001000600800

Stamina with a gold recovery skill: 570.Without one: 800.

Aptitudes: Medium S required for every style (JP guides agree); Turf S and style S are a bonus. In Global data all candidates start at Medium A, so bring Medium sparks.

From guides Targets, not winners' stats (none published). One JP guide (Grandmasters): Front Runner 1400+/750 (700 + white heal, 570 + gold)/1200/1000/1100; Pace Chaser 1450/750 or 570 + gold/1200/800/1100; Oguri Cap [Ashen Miracle] 1450/500 + 3 white heals + her unique/1200/800/1100; Late Surger 1450/720/1200/600/1100; End Closer 1450/730/1200/600/1100. Another guide: advanced 1500/850/1200/800/1000, beginner 1400/800 + heal/1000/600/800. A third, stamina without heals: 800 Front Runner/Late Surger/End Closer, 850 Pace Chaser, 900 Runaway; a gold heal is worth ~200-210 stamina. A JP wiki: guts 600 needs ~800 stamina, guts 1200 ~700. One Front Runner player: 1500/650 with no heal/1200/1100/1200 or 1500/800/1100/600/1100. Power 1200 for 'conserve power' (Mood and green skills count) and the slopes.

Check your own build in the HP Calculator before training: these targets come from Japanese guides.

Skills

Inherited uniques 6

  • Angling and SchemingFront RunnerRunawayMust-have Front Runner acceleration (JP guides agree): it is a corner skill for the leader and the late race starts inside corner 3, so it fires immediately. From Seiun Sky [Reeling in the Big One].
  • Bring on the Banquet!Front RunnerPace ChaserNot in Global yetKitasan Black [Crane's Ambition]'s unique: fastest-firing acceleration for 1st-3rd; JP Front Runners and Pace Chasers (with few Front Runners) inherited it. Not in Global yet.
  • U=ma2Pace ChaserBackup heal for Oguri Cap [Ashen Miracle]'s unique if the Triple 7s plan fails (3rd-4th place condition) (JP guides). From Agnes Tachyon [tach-nology].
  • Shooting StarPace ChaserThe most effective acceleration for non-Oguri Pace Chasers (one JP wiki). From Special Week [Special Dreamer].
  • Moving Past, and BeyondPace ChaserLate SurgerEnd CloserFires as the late race starts in corner 3 for mid-pack runners (one JP guide); the go-to inheritance for Late Surgers/End Closers and for Pace Chasers when Front Runners are many (one JP wiki). Needs high wit (so she does not get Rushed). From Mejiro Dober [Off the Line].
  • Let's Pump Some Iron!Late SurgerEnd CloserSecond standard inheritance for back runners (one JP guide); narrow position window (around 6th), so another guide advises checking the lobby before relying on it. From Mejiro Ryan [Down the Line].

Gold skills 9

  • GroundworkFront RunnerMust-have early acceleration together with Taking the Lead (one JP guide). Needs 3 skills activated at the start: the six course green skills count.
  • Taking the LeadFront RunnerRunawayEarly-race acceleration to win the lead (Early Lead 200532 as the white version). Kitasan Black [Crane's Ambition]'s evolved version was a key part of her edge.
  • Top RunnerFront RunnerEarly/mid-race Front Runner speed skill rated 5/5 by one JP guide; on one Front Runner x3 player's builds.
  • Neck and NeckPace ChaserTop Pace Chaser acceleration after the rebalance moved it to the first quarter of the late race (one JP guide); Head-On (201902) is the white version.
  • No Stopping Me!Pace ChaserLate SurgerEnd CloserStrong acceleration when someone is just ahead at last-spurt time (JP guides; 5/5 in one); fading Front Runners make it fire here. Nimble Navigator (200492) is the white version.
  • Solid StrikePace ChaserMedium Pace Chaser speed + acceleration in the second half of mid-race; a lucky roll connects into the late race (one JP guide). Fires less if a Runaway stretches the field (one JP wiki).
  • On Your Left!Late SurgerLate Surger acceleration in the first half of the late race, widened by the rebalance (JP guides; 5/5 in one).
  • Daring StrikeEnd CloserEnd Closer mid-race speed with easy conditions (JP guides; 5/5 in one): back runners must not fall too far behind before the last spurt.
  • Firm Course MenaceFront RunnerPace ChaserLate SurgerEnd CloserRunawayPassive +60 speed and +60 power on Firm ground (JP guides). In JP it came from the Grandmasters scenario; in Global data the skill exists but how to get it is unclear.

White skills 5

  • Prudent PositioningFront RunnerWith Dodging Danger (201262) it forms the lane-change combo one JP guide called near-mandatory for Front Runner mirrors: the start is a long straight, so moving lanes early wins the lead.
  • Medium Straightaways ◎Front RunnerPace ChaserLate SurgerEnd CloserStraightaway speed beats corner speed here (one JP guide, every style): an early straight helps the lead fight, and corner skills firing during the last spurt are wasted. Also Front Runner Straightaways ◎ (201241) and gold Beeline Burst (200361).
  • Triple 7sPace ChaserFires at 777 m to go (~1223 m), the planned 3rd heal that triggers Oguri Cap [Ashen Miracle]'s Festive Miracle just before the last spurt. The first two should have no position condition: Hydrate (201352) and Straightaway Recovery (200382) or the corner heal.
  • Take the ChancePace ChaserLate SurgerEnd CloserMedium acceleration in the first half of the late race for 4th-9th place after the rebalance (one JP guide); From the Brink (202081) is the gold version.
  • Uma StanLate SurgerEnd CloserEarly speed in a crowd that keeps back runners close to the front (one JP guide; 4/5 in another, good for any style). Few sources, so get it from sparks.

Green skills 2

  • Right-Handed ○Front RunnerPace ChaserLate SurgerEnd CloserRunawayCourse green skill (+40 speed). The full set: Right-Handed ○ and Spring Runner ○ (200172) +40 speed, Nakayama Racecourse ○ (200042) and Standard Distance ○ (200132) +40 stamina, Firm Conditions ○ (200152) +40 power, Sunny Days ○ (200212) +40 guts. All count as start activations for Groundwork.
  • Spring Runner ○Front RunnerPace ChaserLate SurgerEnd CloserRunawayCourse green skill (+40 speed); with Right-Handed ○ the two speed green skills of this cup. One JP wiki notes Kitasan Black [Crane's Ambition] got Spring Runner ○ almost for free.

Debuffs 3

  • Flustered Front RunnersLate SurgerPace ChaserStamina debuff on Front Runners; the debuffer of one Graded League Finals winner carried it with Subdued Front Runners (200831) to punish low-stamina, high-guts Kitasans.
  • Mystifying MurmurLate SurgerPace ChaserMedium-only stamina debuff (gold); on one Finals winner's debuffer. One JP guide: stamina debuffs are as valid as speed ones in this meta.
  • DominatorLate SurgerMedium-only speed debuff (gold) from the back half of the field; one Finals winner's first debuffer (Grass Wonder) was a speed debuffer. Keen Eye (200691) is Mile-only and does not fire here.

Team compositions

  • Kitasan Black [Crane's Ambition] (Front Runner) + Oguri Cap [Ashen Miracle] (Pace Chaser) + debuffer

    Anecdote The Round 2 template (one JP wiki); one player went 76-4 in Round 1 and Round 2 and won the Graded League Finals, Group A, with it. In Global, swap Kitasan for Mihono Bourbon [CODE: ICING] or Silence Suzuka if she has not arrived.

  • Front Runner x2 + Pace Chaser

    From guides One JP wiki: the 'meta team'; second most used team pattern in Graded League Round 2 (usage data ranking; the first was Front Runner + Pace Chaser + Late Surger). Front Runners rarely lost under this setup.

  • One Runaway Suzuka + Pace Chaser + Late Surger (e.g. Suzuka + Teio + Nice Nature)

    Anecdote Won one blogger's Graded League Finals, Group A; one JP guide: a single Runaway is fine, Runaway x3 does not win.

  • Three back runners (Late Surger/End Closer)

    From guides One JP wiki: the only stable way to win from the back; a lone Kitasan sometimes failed to hold on when the back was stacked.

  • Front Runner x3 (Mihono Bourbon [CODE: ICING] + Kitasan Black [Crane's Ambition] + Suzuka)

    Anecdote One player: 3rd in the Graded League Finals, Group A; Bourbon and Kitasan took the wins, Suzuka less often.

  • 1 × Pace Chaser + 1 × Late Surger + 1 × Runaway

    Anecdote Won one blogger's Graded League Finals, Group A; one JP guide: a single Runaway is fine, Runaway x3 does not win.

  • 3 × Front Runner

    Anecdote One player: 3rd in the Graded League Finals, Group A; Bourbon and Kitasan took the wins, Suzuka less often.

Debuffers

Useful One JP guide recommends a debuffer because two Umas dominated the cup; speed and stamina debuffs both work, and many high-guts builds ran short on stamina. 'Kitasan + Oguri + debuffer' was the Round 2 template (one JP wiki) and won one player's Graded League Finals, Group A (stamina debuffer Eishin Flash with Flustered/Subdued Front Runners and Mystifying Murmur; before that a Dominator Grass Wonder). All four debuff skills exist in Global.

Support decks

Decks published by guides for this CM in Japan. Some cards may not be in Global yet; the planner checks which ones you can use.

Deck shapes

  • 2 Speed / 2 Guts / 1 Wit / 1 Group · Front Runner · JP · Grand Masters (before the Three Goddesses) · umamusumelabo.com
  • 1 Speed / 3 Guts / 1 Wit / 1 Group · Front Runner · JP · Grand Masters (before the Three Goddesses) · umamusumelabo.com
  • 2 Speed / 1 Power / 1 Guts / 1 Wit / 1 Group · Front Runner · JP · Grand Masters (before the Three Goddesses) · umamusumelabo.com
  • 2 Speed / 2 Guts / 1 Wit / 1 Group · Front Runner, Pace Chaser · KR/JP historical · Grand Masters (before the Three Goddesses) · inven.co.kr
  • 2 Speed / 1 Power / 2 Wit / 1 Group · End Closer · KR/JP historical · Grand Masters (before the Three Goddesses) · inven.co.kr

Guides in other languages

  • Korean · author guide · 2024-06-19 · inven.co.kr

    • Kitasan Black (new_year) · Front Runner · Strong
    • Oguri Cap (christmas) · Pace Chaser · Strong
    • Mr. C.B. (original) · End Closer · Conditional

    Historical guide; no population census; patch and Global availability pending.

What may differ in Global

  • Kitasan Black [Crane's Ambition] (106802), Mr. C.B. [Clear Bliss] (105701), Ines Fujin [Melt Your Heart] (103102), Twin Turbo (106601) and Daitaku Helios [Fun☆Fun☆Party Night] (106501) are not in the Global master (2026-10-02). Their banners are estimated before Dec 12 (Kitasan 10-22, Helios 11-06, Ines 11-13, Mr. C.B. and Turbo 12-01), but these are estimates.
  • No evolved skills exist in Global data. In JP they carried Kitasan Black [Crane's Ambition], Teio (Teio Step), Mr. C.B. (Soaring Steps), Taishin (Bolt from the Brink) and Suzuka, so those Umas will be weaker in Global even if they arrive.
  • JP trained mostly in Grandmasters (speed cap 1500; Firm Course Menace, Wisdom of the Sun). Global does not have it yet; a Global CM schedule tags CM23 as [Grandmasters] (expected, unconfirmed). In Grand Concert speed can reach 1600, which one JP wiki thought could even be stronger.
  • Global's 2026-07-01 patch more or less matches JP's 2nd-anniversary rebalance, so the skill changes used here (Take the Chance, Neck and Neck, On Your Left! moved to the first half of the late race) should apply. Whether Global has the 'conserve power' mechanic (power 1200+) is unconfirmed.
  • Wisdom of the Sun (210261), Superb Gait (202531), Razor-Sharp Steps / Sharp Steps (202491 / 202492) and Crescent Gale (201253) are JP-only skills that JP builds used.
  • JP's 'Kitasan everywhere' lobby will not repeat if she is missing, so Front Runner counts per room may be lower in Global.

Gaps in the data

  • No measured win data with n: one JP tier site returned 403 on every page of this cup (the web archive, 429), and no room tallies were found from a JP magazine or another guide. All win_pct are null; wins come from guides and small personal samples.
  • The usage data does not split Runaway from Front Runner; the Runaway figures are an inference from Suzuka and Twin Turbo usage.
  • Per-Uma usage shares were read by OCR without labels: they were matched by legend order and checked against the style totals. The Mr. C.B. 74/26 split between End Closer and Late Surger is ambiguous.
  • No winners' stats were published; the stat block is guide targets.
  • Global arrival of Kitasan Black [Crane's Ambition], Mr. C.B. and Ines Fujin [Melt Your Heart] is an estimate. Grandmasters, evolved skills and the 'conserve power' mechanic in Global are unconfirmed.

Sources and credits

This guide is our own summary, in our words, of the research below; the findings belong to their authors. Follow the links to read them in full.

Guides cited

  • inven.co.kr https://www.inven.co.kr/webzine/news/?news=296735&site=uma
  • inven.co.kr https://www.inven.co.kr/webzine/news/?news=296681&site=uma