You’ve been there. Your Gold Ship is screaming down the final stretch of a 3200m Tenno Sho (Spring), looking like she’s about to blow the competition away, and then—thud. She slows to a crawl, her head drops, and she finishes eighth. It’s painful. It’s frustrating. It’s usually because you messed up the stamina requirements Uma Musume players have to balance every single run.
Stamina isn't just a number that needs to be "high enough." It is a dynamic threshold influenced by distance, strategy, weather, and those dreaded debuffs from other players. If you treat a 1200m sprint the same way you treat a 2500m Arima Kinen, you’re basically throwing your training points into a black hole. Honestly, most players overcomplicate the math while simultaneously underestimating how much "padding" they actually need for Champion's Meeting or Room Matches.
The Basic Math of Not Gassing Out
The fundamental rule is simple: the longer the race, the more stamina you need. Groundbreaking, right? But the scaling isn't linear. In a short distance race (1200m), you can practically ignore stamina and just pump Speed and Power. Your Uma will finish before her energy bar even thinks about hitting zero. Once you hit the Mile (1600m), you need a baseline of around 400-500.
But then things get weird.
Medium distance (2000m-2400m) is where the "stamina wall" starts to ruin lives. You’re looking at a jump to 700 or 800 stamina just to be safe. If you're heading into Long distance territory like the Kikkasho or the Tenno Sho (Spring), we are talking 1000+ stamina, often paired with multiple "Gold" recovery skills. Without those, your girls are just expensive joggers.
How Guts Plays a Role
For a long time, players thought Guts was a "trash stat." That's changed. In the current meta, Guts acts as a literal buffer for your stamina. When your stamina runs out, Guts determines how much of your "last spurt" speed you can maintain. It’s like the reserve tank in a car. If you have 1200 stamina but 300 Guts, you’ll still struggle against someone with 1000 stamina and 800 Guts because of the way the "Last Spurt" mechanics calculate energy consumption.
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Strategy Changes Everything
Your running style—Sashi (Betwixt), Oikomi (Chaser), 先行 (Leader), or Runner (Escape)—drastically alters your stamina requirements Uma Musume stats.
Runners (Escape) are stamina hogs. They are at the front, pushing the pace, and fighting to keep the lead. They don't get the benefit of "drafting" behind other horses. Because they are constantly in the lead-up phase, they burn through their tank faster than a Chaser who is just chilling in the back for the first 70% of the race. If you're building a Mihono Bourbon for a long race, you better be prepared to spend a lot of time in the Power/Stamina training menus.
Chasers, on the other hand, can sometimes get away with slightly lower raw stamina if they have high Power. The logic is that they save energy by staying in the pack. However, the moment they trigger their "Spurt," the energy drain spikes. It’s a trade-off. You save early to spend late.
The Skill Factor: Blue Skills vs. Raw Stats
A common question is: "Can I just use recovery skills instead of training stamina?"
Yes and no.
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A "Gold" recovery skill (like Maestro of the Arc) is generally estimated to be worth about 150 to 200 points of raw stamina. A normal "White" recovery skill is worth about 40-50 points. If you have a girl with 600 stamina and two Gold recovery skills, she's effectively running with nearly 1000 stamina.
But there is a catch. Skills are RNG. If your Uma has a "C" in Intelligence, she might just... forget to use her skills. If she doesn't proc that recovery skill early enough, she might enter the final turn already exhausted, and at that point, the skill won't save her. This is why most high-level players aim for a "safe" raw stat and use skills as a cushion against "Kakarimasu" (the status where an Uma gets excited and wastes stamina).
Environmental Factors and the "Hidden" Drains
The track isn't just a flat loop.
- Up hills: These eat stamina.
- Down hills: These save stamina (if your Uma has high enough Wisdom to navigate them).
- Heavy/Bad Track: Rain or snow increases the stamina drain. If the track is "Heavy," you should mentally add another 50-100 points to your required stamina total.
Then there’s the "Stamina Gremlins"—debuffs. In competitive play, people love using "Red Skills." If an opponent hits you with Pressure or Stamina Eater, your carefully calculated 800 stamina suddenly becomes 720. If you didn't over-train, you're dead in the water. This is why "padding" your stats is the hallmark of an expert trainer. You don't train for the perfect race; you train for the worst-case scenario.
Practical Benchmarks for Training
Don't treat these as gospel, but these are the "safe zones" for most tracks as of the current 2026 game balance.
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For a Short race (1200m), just hit 400 stamina. You honestly don't need more. Focus on Speed.
For a Mile (1600m), aim for 600. If you have a good recovery skill, 500 is fine.
Medium (2400m) is the sweet spot for 800 stamina and at least one Gold recovery. If you're playing a Runner, try to push for 900.
Long (3000m+) requires the big guns. 1100 stamina and two Gold recovery skills is the standard for anyone serious about winning. If you go in with 800 stamina to a 3200m race, you aren't just losing; you're participating in a comedy of errors.
The Impact of Intelligence (Wisdom)
You might think Wisdom is only for skills. It’s not. High Wisdom reduces the chance of the "Kakarimasu" (Out of Control) state. When an Uma is in this state, her stamina drain doubles. You could have 1200 stamina, but if your Uma is a "dummy" with 200 Wisdom, she might freak out at the start of the race, burn her entire tank in the first 500 meters, and crawl across the finish line.
Keep your Wisdom at a respectable level—usually 400 minimum for early game, and 800+ for competitive late-game builds.
Actionable Steps for Your Next Run
- Check the Distance First: Before you even pick your support cards, look at the target race. If the main goal is a 2500m race, you need at least two stamina-focused support cards or a powerhouse like Super Creek (for Maestro of the Arc).
- Value "Maestro" Above All: Until the meta shifts drastically, Maestro of the Arc remains the most consistent recovery skill in the game because it triggers on corners, and almost every race has corners.
- Watch the Replays: Don't just skip the race. Watch the end. Is your Uma's icon flashing red? Is she panting? If she’s slowing down before the finish line, you didn't have enough stamina. If she finishes with a blue bar still visible, you probably over-trained stamina and could have put those points into Power or Speed.
- Account for the "Spurt": The game calculates the "Spurt" point based on current stamina. If you have more stamina, your Uma will start her final sprint earlier. This is the "hidden" benefit of high stamina—it’s not just about surviving; it’s about attacking sooner.
- Adjust for Stats Buffs: Remember that your Friend Link and specific Scenario buffs (like those in U.A.F. or Project L'Arc) can provide massive chunks of stamina during the final weeks. Don't over-cap too early and waste training turns.
Building the perfect horse in Uma Musume is a balancing act. Stamina is the foundation. You can have all the Speed in the world, but if the engine dies before the finish, it’s all for nothing. Look at your distance, pick your recovery skills wisely, and always give yourself a 50-point safety buffer to survive the "Red Skill" meta.