Maruzensky is a legend. If you've spent any time in the Uma Musume Pretty Derby community, you know she’s basically the "Supercar" of the 1970s brought to life. But building her effectively in-game isn't just about stacking speed and hoping for the best.
Honestly, most people mess up their maruzensky uma musume build by forgetting that she’s actually quite versatile. She isn't just a Mile specialist. Depending on whether you are running her base version or the "Swimsuit" (Mizumaru) alt, your strategy has to shift significantly.
You’ve probably seen her dominate in Champions Meeting or Room Matches, leaving everyone else in the dust. That doesn't happen by accident. It’s about understanding her unique synergy with the Lead (Runner) playstyle.
Why Maruzensky Still Dominates the Meta
She’s fast. Like, really fast.
Her base stats favor Speed and Intelligence, which are the bread and butter of any successful Runner. In the current game state, Runners rely heavily on "pacing" the race. If Maruzensky can hold the lead early on, her unique skill—Red Zone (or Guren no Runner)—kicks in at the final corner.
This skill is a monster. It provides a massive speed boost that makes it incredibly difficult for Betweener or Chaser units to catch up, even with their high-end acceleration skills.
But here is the kicker. If she gets blocked or loses the "Top" position early, she’s basically toast. That's why the "build" isn't just about the girl herself; it's about the support cards and the inheritance you bring into the training session.
The Mile vs. Medium Distance Debate
Can she do Medium? Yeah. Is she better at Mile? Usually.
The issue with pushing Maruzensky into Medium distances (2000m - 2400m) is Stamina. Runners burn through Stamina like a wildfire. If you don't have at least one or two gold recovery skills, she will "sink" in the final 200 meters.
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For a Mile-focused maruzensky uma musume build, you can get away with lower Stamina—somewhere around 600 or 700 with some decent white recovery skills. But for Medium? You’re looking at 800+ plus a Gold recovery skill like Maestro of the Arc.
The Core Stats You Actually Need
Forget about balance. You want a lopsided stat sheet.
Speed is king. You should be hitting the cap, or at least 1200+, depending on which scenario you are training in (like Grand Masters or Project L'Arc). If your Speed isn't maxed out, you aren't playing Maruzensky correctly.
Intelligence is her second best friend. Why? Because Intelligence dictates how often she uses skills and, more importantly, her "positioning" during the race. A Runner with low Intelligence will get swallowed by the pack. You want at least 1000 Intelligence.
- Speed: 1200 - 1500
- Intelligence: 1000 - 1200
- Power: 900+ (Crucial for acceleration)
- Stamina: 600 (Mile) / 800+ (Medium)
- Guts: 600+ (Helps with the "Dead Heat" mechanic)
Power is often overlooked. People think Runners don't need it because they aren't pushing through a crowd. Wrong. Power is what gets you up to top speed after the gate opens. If your Power is low, other Runners will take the lead, and Maruzensky won't be able to trigger her unique skill properly.
Support Card Choices That Make or Break the Run
You can't just throw random SSRs at her.
If you have Kitasan Black (SSR), she’s a staple. The "Arc Arcana" or just the sheer Speed bonus is too good to pass up. But for a top-tier Maruzensky, you really want cards that offer Runner-specific gold skills.
Think about Mihono Bourbon (SSR). Specifically the Intelligence version. She gives Groundwork (or its gold version), which is mandatory for getting that early lead. Without Groundwork, your Maruzensky is just another horse in the race.
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Essential Skills to Hunt For
- Groundwork: Triggers at the start if you have 3 other passive skills active.
- Top Runner: Keeps you at the front.
- Escape Artist: The gold standard for Runners.
- Distance/Type Proficiencies: Look for Mile or Runner "S" rank through inheritance.
Honestly, getting that "S" rank in Distance is probably more important than an extra 50 points in Speed. It provides a hidden multiplier to your actual speed during the race. A Maruzensky with 1100 Speed and Mile S will often beat a Maruzensky with 1200 Speed and Mile A.
The "Mizumaru" Factor (Swimsuit Maruzensky)
We have to talk about the Summer version. She’s arguably better than the OG.
Her unique skill, Everlasting Summer, is a healing and speed hybrid. This makes her way more sustainable for Medium distances. If you're building the Swimsuit version, you can focus a bit more on Guts and Power because her unique handles some of the Stamina burden.
She also has a built-in "Gear Change" skill, which is fantastic for Mile races. The meta usually shifts toward her whenever a Mile track is announced for Champions Meeting.
Training Strategies and Scenarios
Where you train matters.
If you're playing in 2026, you're likely using the latest scenarios that offer massive stat boosts. The key is to cycle your training to hit those "Friendship" bonds as early as possible.
Don't ignore the side characters. Getting a "Perfect" training run requires hitting those multi-rainbow stacks. If you see three or four girls on Intelligence, take it. Even if you were planning on hitting Speed. The efficiency is just better.
Inheritance Tips
Don't just pick your strongest units. Look at the "Blue Factors." You want 9-star Stamina or 9-star Power parents to fill in the gaps that your support cards can't reach.
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Also, look for Pink Factors (Distance/Surface). Getting that Mile or Medium to "S" is the goal. If you have a friend with a specialized "Runner" parent, use them. Every single time.
Common Pitfalls to Avoid
The biggest mistake? Over-training Stamina for a Mile race.
If you're running 1600m, you don't need 1000 Stamina. It’s wasted points. Those points could have gone into Guts or Power.
Another mistake is forgetting the "Trigger" skills for Groundwork. To make Groundwork fire off at the start, you need three other "Green" skills (like Right Turns, Sunny Weather, or Single-Digit Number). If you don't have those, your most expensive gold skill might not even activate.
The Guts Meta
In high-level play, Guts has become much more important. It affects the "Last Spurt" speed and how much stamina you consume during that spurt. Don't leave it at 400. Try to aim for 600 or 700. It makes a noticeable difference in the final stretch when Maruzensky is trying to hold off a charging Oguri Cap or Gold Ship.
Putting It All Together for the Win
A successful maruzensky uma musume build is a balancing act. You want a girl who is fast enough to take the lead, smart enough to keep it, and powerful enough to sprint at the end.
- Prioritize Speed and Intellect above all else.
- Secure Groundwork and its triggers for the early game.
- Hunt for Distance S via inheritance.
- Tailor Stamina strictly to the race length.
If you follow this, you’ll stop seeing her get caught by the pack. Maruzensky is meant to be in the front, looking back at everyone else. Give her the stats to stay there.
Actionable Next Steps
To actually get this build running, start by auditing your current inheritance pool. Look for parents that have Runner and Mile stars specifically. Next, check your support card deck; if you're missing a gold runner skill, find a friend who has a Max Limit Break (MLB) Mihono Bourbon or Smart Falcon card. Focus your next three training runs purely on hitting the 1200 Speed cap while maintaining at least 1000 Intelligence. Once you hit those benchmarks, start fine-tuning the Power and Guts stats to see where she performs best in your specific Room Match trials.