Winning the Fillies' Revue in Uma Musume: Why Your Training Strategy Might Be Failing

Winning the Fillies' Revue in Uma Musume: Why Your Training Strategy Might Be Failing

You're staring at the screen, and the tension is real. Your Uma Musume is at the starting gate for the Fillies' Revue, and honestly, the stakes feel way higher than a standard G2 race should. It’s that pivotal moment in the Sakura Bakushin O or Karen Chan training run where everything either clicks or falls apart. If you've been playing Uma Musume Pretty Derby for a while, you know this race isn't just a random stop on the calendar. It’s a gatekeeper.

Winning here matters. It’s a classic prep race for the Oka Sho (Japanese 1000 Guineas). But in the game, it’s often where players realize their Speed and Power balance is totally lopsided.

What is the Fillies' Revue anyway?

In the real world of Japanese horse racing, the Fillies' Revue is a Grade 2 sprint/mile crossover held at Hanshin Racecourse. It covers 1,400 meters on turf. In the game, it keeps that same identity. It's a "Short" or "Mile" distance depending on how your specific girl’s aptitudes are balanced.

Because it’s 1,400 meters, it occupies a weird middle ground.

Too much Stamina? You’re wasting stats. Too little? You’ll get swallowed up in the final 200 meters. Most players fail here because they treat it like a 1,200m sprint. It isn't. That extra 200m is a nightmare if your Power stat isn't high enough to burst through the pack on that final Hanshin straight.

The Hanshin Track Trap

Hanshin is tricky. The track has a notorious slope. If you haven't invested in Power, your girl is going to look like she’s running through mud while the NPCs fly past.

Why does this happen?

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Basically, the game's engine calculates the "climb" differently than a flat track like Niigata. You need that raw acceleration. If you’re pushing a Runner (Runner/Escape) strategy, you might think you’re safe. You aren't. If a Leader girl with high Guts and Power catches your slipstream, she's going to slingshot past you right at the 1,200m mark.

I’ve seen it a thousand times. A perfectly good Daiwa Scarlet gets bullied out of a podium spot because the player focused entirely on Speed training during the first year. You've got to diversify.

Why your Support Card deck is probably the problem

Let’s talk about the deck. If you’re chasing the Fillies' Revue win, you can’t just slap on six SSR Speed cards and hope for the best.

  1. You need at least one high-tier Power card (think Oguri Cap or Vodka if you’re playing older scenarios).
  2. Intelligence (Wisdom) cards are actually more important here than in longer races because the skill activation rate determines who gets the "Positioning" advantage early on.
  3. Don’t ignore the "Mile" specific skills.

If you’re running the UAF or Project L'Arc scenarios, the training rhythm is different, but the stat thresholds for a G2 in Junior/Classic year remain relatively consistent. You want to aim for at least 400-450 Speed and 350 Power by the time March rolls around.

Skills that actually work for this race

Stop buying every gold skill that pops up. It's a waste of Skill Points (Pt).

For the Fillies' Revue, you want "Early Stage" or "Mid-course" skills. "Cornering" skills are massive at Hanshin. Since the race is only 1,400m, the "Last Spurt" starts surprisingly early. If your girl waits until the final 200m to trigger her unique skill, she’s already lost.

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  • Arc Maestro: Usually overkill for a sprint, but for 1,400m? If your Stamina is below 200, you might actually need the recovery.
  • Sprint Turbo: Great, but risky. If it procs too early, it’s wasted.
  • Miles Proficient: This is your bread and butter.

Honestly, the best advice I ever got was to watch the "Replay" and look at where the "!" icons pop up. If your girl is getting blocked (the "Blocked" status), your Power and Lane-finding skills are the issue.

The "Hidden" Stat: Guts

Everyone used to meme on the Guts stat. "Guts is useless," they said. Then the Grand Live and Masters’ Challenge updates happened, and suddenly Guts became the meta.

In the Fillies' Revue, Guts governs your "Last Spurt" speed and your ability to resist being pushed around. If two girls are neck-and-neck (the "Dead Heat" mechanic), the one with higher Guts will almost always win. Don't leave it at 150. Try to get it to 300. It sounds like a lot for an early-game race, but it makes the difference between a 1st place and a 4th place.

Is it worth the retry?

Should you use a clock if you lose?

Maybe. If this race is a "required" goal for your Uma Musume's story—like for King Halo or Rice Shower—you might have no choice. But if it’s just for fans? Let it go. The Fillies' Revue is a stepping stone.

However, if you're trying to build a high-rank "Factor" or "Blue Gene" (3-star stats), losing a G2 early can tank your final evaluation. It kills your "Motivation" (Mood) and gives you less bonus stats at the end of the season.

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Real talk on the competition

You’re going to go up against some stiff NPC competition. Depending on your luck, you might see a "buffed" version of some classic rivals. The game likes to throw "Expert" level NPCs even in Classic year.

Watch out for the "Leader" types. They sit right behind you, drain your stamina with "Debuff" skills like "Pressure," and then explode in the final stretch. If you see an NPC with "Red" skills in the preview, be worried.

Actionable Steps for your next run

Stop clicking "Speed" every time you see three sparkles.

  1. Check the Distance: Ensure your Uma Musume has at least an "A" rank in Mile or Short. If she’s "B," use your inheritance to bump it up. A "B" rank in distance is a hidden penalty to your speed.
  2. March Training: By the first half of March, check your stats. If you're under 300 Power, spend that turn on a Power or Guts training, even if the Speed card has a better bond bonus.
  3. Skill Timing: Save your Skill Points until right before the race. Don't pre-buy. See what "Hints" you get from training sessions right up to the week of the revue.
  4. The "Hanshin" Factor: If you have the "Right Turns" or "Hanshin Racecourse" green skills, buy them. They are cheap and provide a flat stat boost that doesn't rely on RNG activation.

Winning the Fillies' Revue isn't about having the best luck. It's about recognizing that 1,400 meters is a specific beast. It demands a hybrid build that most "all-in" Speed trainers ignore. Fix your Power, respect the slope, and you'll stop seeing that "2nd Place" screen that ruins your perfect run.

Focus on the mid-game positioning. That’s where this race is won or lost. If you're leading by the turn, the Hanshin slope won't be your graveyard; it'll be your launching pad.

Verify your inheritance factors before the next run. Look specifically for "Power" and "Stamina" blue genes to offset your early training needs. This allows you to focus on Speed and Intelligence during the actual training turns, giving you a massive technical advantage over the NPCs who are stuck with baseline scaling.