Uma Musume Pretty Derby Stats Explained (Simply)

Uma Musume Pretty Derby Stats Explained (Simply)

So, you’ve finally jumped into the world of horse girls and high-stakes racing. It's addicting. But then you look at the training screen and see five different bars staring back at you. Speed, Stamina, Power, Guts, and Wit.

If you're just clicking buttons hoping for the best, you're gonna hit a wall. Hard.

Understanding uma musume pretty derby stats isn't just about making numbers go up; it's about knowing which numbers actually cross the finish line first. Let’s break down what these stats actually do when the gate opens.

What Do the Five Core Stats Actually Do?

Basically, every stat governs a specific "phase" or "mechanic" of the race. You can't just max out Speed and expect to win a 3200m long-distance grind. You'll gimp your run before the final corner.

Speed: The Ceiling

This is the big one. Speed determines your girl's maximum velocity during the "Last Spurt" phase. Honestly, if your Speed is low, you aren't winning, period. It’s the stat everyone looks at first because it defines how fast you can go when the gloves come off at the end of the race.

Stamina: The Fuel Tank

Think of Stamina as your HP bar. Every meter your Uma runs consumes a bit of this. If you run out of Stamina before the final stretch, your girl will "tire out," her speed will crater, and she'll look like she's running through molasses. For Sprints, you can almost ignore this. For the Arima Kinen? You better have a massive tank.

Power: The Engine

Power is often misunderstood. It’s essentially acceleration and "crowd physics." High Power helps your Uma reach her top speed faster. More importantly, it helps her shove through a pack of other runners. If you're running a "Between" or "Chaser" strategy and you have low Power, you’re gonna get boxed in and trapped. It’s painful to watch.

Guts: The Final Push

Guts used to be the "trash stat," but that's not really true anymore. It acts like a secondary backup for when Stamina runs dry. It also helps with "persistent speed" during the final duel. When two girls are neck-and-neck in the last 200 meters, the one with higher Guts is usually the one who refuses to let the other pass.

Wit: The Brains

Wit (or Wisdom) does a few things. First, it boosts your skill activation rate. No Wit means your expensive gold skills might never trigger. Second, it helps with positioning. A smart Uma finds the "good lane" and avoids getting "Rushed" (which drains Stamina like crazy). Plus, training Wit actually restores a tiny bit of health, which is a lifesaver for turn efficiency.


The "Stamina Check" and Distance Scaling

You've probably heard players complain about the "Stamina Check." This is a real thing. Every race distance has a "minimum entry fee" for Stamina. If you don't hit it, you lose.

Here is a rough prose breakdown of what you should aim for by the end of a career:

For a Short/Sprint race (1200m), you really only need about 400 Stamina. You can dump everything else into Speed and Power. It’s a drag race.

Once you move to Mile races (1600m), 600 Stamina is the safe zone. This is where you start needing to balance things.

Medium races (2000m-2400m) are the most common. You want at least 700-800 Stamina here. If you're a "Front Runner" (Runner style), you might need even more because leading the pack is exhausting.

Long races (2500m+) are the killers. 1000 Stamina is often the baseline. If you can't reach that, you must have blue recovery skills like "Maestro of Arc" or you're toast.

Growth Rates: Don't Fight the Character

Every girl has "Growth Rates." This is a percentage bonus (usually 10% to 20%) applied to specific stats during training.

If you're training Mihono Bourbon, she has a natural bonus to Stamina and Power. Trying to build her as a pure Speed glass cannon is swimming upstream. You'll get way more "stat points per turn" if you lean into what the character is naturally good at.

Always check the "Details" tab before you start a run. If a girl has a 20% bonus in Wit, you should probably bring an extra Wit support card and abuse that efficiency.

Hidden Mechanics: Mood and Terrain

Your uma musume pretty derby stats aren't static.

✨ Don't miss: Why the Snakes and Ladders Game Board is Actually a Brutal Lesson in Karma

Mood is huge. A "Great" mood gives you a flat 4% boost to all stats during the race. That might sound small, but when you have 1000 Speed, that's an extra 40 points for free. On the flip side, a "Bad" mood can tank your performance. Never race a depressed horse girl. Use the "Outing" command or a Cupcake.

Also, keep an eye on Track Conditions. "Heavy" or "Bad" turf makes the race harder and effectively increases the Stamina requirement. This is why some people lose races they "should" have won—the rain turned the track into a swamp, and their 500 Stamina wasn't enough anymore.

Quick Strategy Tips for Stat Building

  1. Prioritize Speed: Regardless of distance, Speed is king. Aim for at least 800+ for early-game A-ranks.
  2. Don't Ignore Wit: Especially in the first year (Junior year), training Wit helps build bonds with support cards without wasting turns on the "Rest" command.
  3. Power for Chasers: If your girl runs at the back of the pack (Gold Ship, I'm looking at you), you need high Power to blast through the crowd at the 4th corner.
  4. Skills vs. Stats: A "Gold" recovery skill is often worth about 200 points of Stamina. If your Stamina training is going poorly, hunt for recovery skills to compensate.

Actionable Next Steps

To actually see these stats in action, go into your next training session and focus on Friendship Training (the rainbow icons). Your goal should be to get your primary stats (Speed/Power for sprinters, Speed/Stamina for long distance) to at least B rank (600+) by the start of the Senior year.

Check your Support Card deck—if you don't have at least two cards that match your girl's Growth Rate bonuses, swap them out. You'll see the difference in your final stat total immediately.