Umamusume Skill Tier List: How to Actually Win Your Next CM or LoH

Umamusume Skill Tier List: How to Actually Win Your Next CM or LoH

Let’s be real. If you’ve spent any time in the Umamusume: Pretty Derby trenches, you know that "just training hard" isn't enough. You can have a horse girl with 1600 Speed and 1200 Stamina, but if her skill set is a mess, she’s going to get eaten alive in the final straight by a lower-stat rival who actually knows how to use a lane. Building the perfect skill set is basically the entire game. But the meta moves fast. What worked in the Grand Live era is ancient history now.

You’re probably looking for a skill tier list umamusume players can actually rely on when the pressure is on. It’s not just about clicking the gold skills. It’s about understanding the specific triggers, the positioning requirements, and—most importantly—the difference between "bait" skills and "game-changers." Some skills look amazing on paper but almost never trigger in a real race. Others look boring but are the only reason anyone wins a Grade A final.

The Absolute Essentials: Why Most Gold Skills are Bait

Most players see a gold skill and click it instantly. Big mistake. Honestly, some of the most expensive skills in the game are total traps depending on the track.

Take "Full Steam Ahead" (Zenryoku Shippu). It sounds cool, right? But if you’re running a long-distance race, the stamina drain can actually kill your momentum before the finish line. On the flip side, "Non-Stop Girl" remains one of the most polarizing entries in any skill tier list umamusume aficionados argue about. When it procs, you teleport through the pack. When it doesn't? You just wasted 280 Skill Points.

You’ve got to prioritize "Accelerators" over "Speed" skills during the transition to the final leg. If you gain top speed but haven't reached it yet, that speed buff is doing literally nothing. It’s wasted frames. This is why skills like "Angling x Scheming" (Seiun Sky’s unique) have dominated the meta for years. It’s consistent. It’s predictable.


Tier S: The Non-Negotiables

These are the skills that define the meta. If you aren't running these on a girl suited for the role, you're basically playing with a handicap.

💡 You might also like: Sly Cooper: Thieves in Time is Still the Series' Most Controversial Gamble

The King of Acceleration: Angling x Scheming (Inherited)

If you are running a Runner (Runner/Escape), this is your lifeblood. It triggers at the start of the final leg if you are in 1st place. In a competitive Champions Meeting, if your Runner doesn't have this, they aren't winning. Period. It provides the most efficient acceleration boost in the game. Even as an inherited skill (which is slightly weaker), it’s mandatory.

The Mid-Leg Monsters: Drastic Measures and Play Hard

Winning isn't just about the final 200 meters. It’s about where you are when the final leg starts. Skills like "Drastic Measures" (Uchi-benkei) or the various "Swiftness" buffs are crucial for keeping your girl at the front of her "pack." If a Betweener falls too far back, no amount of late-game speed will save her. You need those mid-leg gold skills to stay in striking distance.

The "White" Skills That Punch Above Their Weight

Don't sleep on the 1-star white skills. "Right Turns," "Spring Musume," and "Core Focus" (Jigatame) are often better than gold skills because they provide raw stat boosts for a fraction of the cost. Specifically, "Jigatame" is the cornerstone of any Runner build. Without it, you lose the "start dash," you lose the lead, and you lose the race.

Tier A: High Impact, Conditional Power

These skills are incredible, but they require the right "environment" to work. This is where the skill tier list umamusume nuances really kick in. You can't just slap these on everyone.

"Lightning Step" is a great example. On a Leader (Senkou) girl, it helps with positioning, but if the track is too narrow, the "lane change" portion of the skill can actually get you boxed in. It’s risky.

📖 Related: Nancy Drew Games for Mac: Why Everyone Thinks They're Broken (and How to Fix It)

Then we have "The Best Part of the Race" (Oishii Toko). This is a stamina recovery skill that actually scales well in long distances like the Tenno Sho (Spring). In the current 2026 meta, stamina management has become tighter. You can't just "over-stat" your way out of a stamina check anymore. If you hit a "Spurt Interruption" because you ran out of gas, it’s game over.

Positioning is Everything

The game's engine calculates "blocks" constantly. If your girl has high speed but low "Power" and no positioning skills like "Vertical Move," she will get stuck behind a slower girl. It's frustrating to watch. You'll see your Umamusume vibrating behind a wall of 3-star trash, unable to pass. That's why positioning skills are Tier A—they aren't "flashy," but they enable your Tier S skills to actually work.


Tier B: The "Fillers" and Niche Counters

Sometimes you have leftover points.

"Debuff" skills live here. In the early days, "Nice Nature" stall builds were everywhere. Today, stamina debuffs like "Hassou" (Eight-Front Attack) are more of a niche counter-pick. They are great for "Room Matches" where you know people are running glass-cannon builds with barely enough stamina. If you can force them into a stamina fail, you win. But in general matchmaking? It's a gamble.

  • Hazardous Ground: Only good on specific dirty tracks.
  • Late-Game Tenacity: Good for Leaders, but often triggers too late to change the outcome.
  • Gumption: Useful for the final stretch scrap, but usually, the race is decided before it matters.

The "Trap" Tier: Don't Waste Your Points

We have to talk about "Steel Will" (Futou-fukutsu).

👉 See also: Magic Thread: What Most People Get Wrong in Fisch

Honestly? It's terrible. The trigger condition requires you to be blocked or lose stamina early, which means you're already losing. You don't want skills that reward you for being in a bad spot; you want skills that keep you in a good one.

Similarly, many of the "Final Corner" speed buffs that don't include acceleration are bait. If the final corner is too far from the final straight, the buff wears off before you even start your sprint. Or worse, it triggers while you're still capped by your "cruising speed" limit, meaning the extra speed potential is literally deleted by the game engine.

How to Build Using This Tier List

If you're looking at a skill tier list umamusume guide to actually improve your win rate, stop looking for a "one size fits all" answer. The track matters more than the tier.

  1. Check the Track Length: Under 1400m? Forget stamina skills. Go all-in on "Start" and "Acceleration." Over 2400m? You need at least two gold recovery skills or you'll "fold" (the animation where the girl starts gasping and slows down).
  2. Match Your Strategy: A Runner with "Non-Stop Girl" is a waste of points. That skill requires being behind someone. If a Runner is behind someone, they've already failed their primary job.
  3. Inheritance is King: You should spend more time in the "Succession" screen than the actual training. Getting the right "Red" (Track/Distance) and "Green" (Unique) factors is the only way to get Tier S skills for cheap.

The Evolution of the Meta

The developers at Cygames love to tweak the "Weight" of stats. Recently, we've seen a shift where Guts (Konjou) matters way more in the final 200m "Last Spurt." This changed the skill tier list because "Guts-based" skills like "Victory Shot!" became much more viable for non-runners.

Also, keep an eye on the specific scenario skills. Each training scenario (like U.A.F. Ready UP or the newer 2025/2026 scenarios) gives unique gold skills. Often, these scenario-specific golds are "over-tuned" to encourage people to play the new content. Always prioritize these if they fit your distance.


Practical Next Steps for Your Training

Stop blindly following "Standard" builds and start testing in Room Matches. The most effective way to use this information is to build a "Benchmark" girl—one with solid stats but no skills—and run her against your "Skill" builds. You'll quickly see which skills actually create a lead and which ones are just pretty icons on the screen.

Focus on securing your Acceleration triggers first (the Tier S stuff like Angling x Scheming or Let's Anabolic!), then backfill with Mid-leg Speed, and only then worry about Stamina or End-game fluff. If you get the transition from the third corner to the fourth corner right, the rest of the race usually takes care of itself. Check the current event's track details (slope, turn direction, and surface) before committing your rare Skill Points, as a single "Right Turn" buff can be the difference between a podium finish and a "Did Not Finish" embarrassment.