Phases - Race Mechanics
A subsection of Race Mechanics.
Early Race
The early-race, or the Opening Leg, refers to Sections 1-4. This is where the Race begins.
Starting Gate
When initially exiting the Starting Gate, several calculations happen.
Start Delay
Every Uma randomly delays exiting the Gate, for up to 100 milliseconds. This is referred to as the Start Delay.
Start Delay can be modified by 3 Skills.
| Skills | Modifier to Start Delay |
|---|---|
| 0.4 | |
| 0.9 | |
| 1.5 |
These Skills are a multiplicative modifier to the Start Delay: For example, if
Concentration activated on an Uma who was otherwise going to have a 80ms Start Delay, she would instead have a 80 * 0.4 = 32ms Start Delay instead.
Late Start
Late Start is an in-game indicator of a Start Delay of 80ms or higher.
WARNING
Contrary to popular belief, Start Delay is NOT affected by the Wit Stat.
Start Dash
When initially exiting the Gate, Umas gain 24 additional Acceleration. This ends when they reach 85% of their Base Speed.
INFO
24 is not a typo, Umas reach 85% of their Base Speed almost instantly.
DANGER
When Umas have a Start Delay greater than 66ms, they miss out on a frame of Start Dash Acceleration.
For comparison, this is the Acceleration Umas will have in the early-race outside of Start Dash:

Even with 1200 Power, the highest Acceleration value we see is around 0.46, over 52 times lower than the Start Dash Acceleration. This is why Late Starts are debilitating: we lose out on a frame of Start Dash Acceleration compared to other Umas who had a Start Delay lower than 66ms.
An important distinction to keep in mind is that Late Start is only considered at a delay of 80ms or above. This means that there is a 14ms range where the Uma is negatively impacted by Start Delay, but is not shown visually as "Late Start."
Base Target Speed
Umas have a different Base Target Speed depending on the Phase of the Race. In the early-race, the formula is
BaseTargetSpeed = BaseSpeed * StrategyPhaseCoefStrategy Phase Coefficient
| Style | Early-race |
|---|---|
| 1.0 | |
| 0.978 | |
| 0.938 | |
| 0.931 | |
| Runaway | 1.063 |
Position Keep
Main Article: Position Keep
From Sections 1 through 10, Umas are affected by a mechanic called Position Keep.
Mid Race
The mid-race, or the Middle Leg, refers to Sections 5 to 16.
Upon transitioning to the mid race, all Umas will accelerate (or decelerate) to their new BaseTargetSpeed, depending on their style. Pace Chasers, Late Surgers, and End Closers will slightly speed up, and front runners will slightly slow down.
The exact formulas for each Styles BaseTargetSpeed for the mid race can be found in the Target Speed section.

The transition from the early-race to the mid-race. The red line is an End Closer, who accelerates, and the blue line is a Front Runner, who decelerates.
The Target Speeds for each Style on a 2000m course
| Style | Early-race | Mid-race |
|---|---|---|
| 22.1104 | 20.0096 | |
| 20.8 | 20.384 | |
| 20.3424 | 20.6128 | |
| 19.5104 | 20.7584 | |
| Runaway | 19.3648 | 20.8 |
The formula for the BaseTargetSpeed in the mid-race is as follows:
BaseTargetSpeed = BaseSpeed * StrategyPhaseCoefStrategy Phase Coefficient
| Style | Mid-race |
|---|---|
| 0.98 | |
| 0.991 | |
| 0.998 | |
| 1.0 | |
| Runaway | 0.962 |
Late Race
The late-race consists of 2 Phases. Sections 17-20 is the Final Leg, or the Accel Zone, and Sections 21-24 is the Last Spurt, or the Homestretch.
Accel Zone
In the first half of the late-race is the Accel Zone. In the Accel Zone, Umas begin their Spurt, raising their Target Speed to their Top Speed. An Uma’s Top Speed is calculated by this formula:
TIP
An Uma will only begin their Spurt if they have enough HP remaining.
LastSpurtSpeedMax = (BaseTargetSpeedPhase2 + 0.01 * BaseSpeed) * 1.05 + sqrt(500 * SpeedStat) * DistanceProficiencyModifier * 0.002 + (450 * GutsStat)0.597 * 0.0001[m/s]Formula Variables
Base Speed
Base Speed changes based on the length of the Track, based on the following formula:
BaseSpeed=20.0-(CourseDistance-2000m)/1000
This means that the longer the Track, the lower the Base Speed.
Distance Aptitude Modifier
A modifier is applied based on our Distance Aptitude (e.g. Mile, Med, Long).
| S | A | B | C | D | E | F | G |
|---|---|---|---|---|---|---|---|
| 1.05 | 1.0 | 0.9 | 0.8 | 0.6 | 0.4 | 0.2 | 0.1 |
Base Target Speed is calculated through the following formula in the late-race:
NOTE
The formula for Base Target Speed changes based on the Phase of the Race. See Target Speed for more info.
BaseTargetSpeed = BaseSpeed * StrategyPhaseCoef + sqrt(500 * SpeedStat) * DistanceProficiencyModifier * 0.002The Base Speed and Distance Proficiency Modifier is the same as the previous formula; the chart for the Strategy Phase Coefficient is as below.
| Style | Late-race |
|---|---|
| 0.962 | |
| 0.975 | |
| 0.994 | |
| 1.0 | |
| Runaway | 0.95 |
NOTE
This is the same coefficient previously used in the Acceleration formula.
Spurt HP Check
At the start of the late-race, the game checks if the Uma has sufficient HP to finish the Race at Top Speed. If she does not have enough HP, a list of lowered Target Speeds and delayed Spurt distances are generated.

An example of a delayed Spurt due to insufficient HP
INFO
The small bit of Acceleration seen in the image above is due to the increased Base Target Speed. As the Uma runs at the Base Target Speed when the Spurt is delayed, she still accelerates in the beginning.
The lowered Target Speed is generated in 0.1 intervals, and each Target Speed - Delayed Distance pair has a
15 + 0.05 * WitStat[%]chance of being chosen, sorted by best to worst time to finish the Race.
Recovery Skills that activate during a delayed Spurt will run the entire Spurt HP Check again, as if the Uma has just entered the late-race again. However, as every second spent in the lower Target Speed is debilitating, Recovery Skills activated in the late-race generally provide little to no value.
WARNING
The Spurt HP Check does not account for the last 60 meters of the Race. Even if the Uma fully spurts at the start of the late-race, there is a chance that she still may run out of HP.
Last Spurt
The final Phase of the Race is the Last Spurt, or the Homestretch, in Sections 21-24.
TIP
The only Skills that specifically activate in this Phase are In Body and Mind and Homestretch Haste.
Dueling
Dueling is a mechanic that occurs on the final Straight of the Track. For Dueling to occur, several conditions must be met:
- Multiple Umas must be close to each other.
- The Umas must have similar Current Speed to each other.
- The Umas must be in the top 50%, or Top 5 in Champions Meeting.
- The Umas must be above 15% HP; Dueling is additionally exited if HP falls below 5%.
If these conditions are met, the Umas will start Dueling. Their Speed and Acceleration is increased by the formula below:
TargetSpeed += (200 * GutsStat)0.708 * 0.0001
Accel += (160 * GutsStat)0.59 * 0.0001Umas that exit Dueling once cannot re-enter the state.