What Is Team Trials (TT)? ​

Team Trials is a PvP game mode where teams of Umamusume compete in 5 different racing distances (Sprint, Mile, Medium, Long, and Dirt) to achieve the highest Score possible.

When you first start playing Team Trials, only one slot is unlocked for each distance.

The second row of slots is unlocked when reaching Class 2, and the third row in Class 3.

The Promotion Line is the cutoff for being promoted to the next Class. If your high score for the week is above the Promotion Line at the end of a week, you will advance to the next Class.

The Retention Line is the cutoff for staying in your current Class. If your high score for the week is above the Retention Line at the end of a week, you will maintain your current Class.

Your goal in Team Trials is to set the single highest score that you can each week, in order to move up in Classes for better rewards.

Promotion and Retention Lines in Team Trials.

Promotion and Retention Lines in Team Trials.

How Do You Win? ​

A Team Trials match consists of five races, and each race has twelve runners. During these races, your runners earn score for their performance in the race, and your final score is added up across all five races. A full breakdown of all the ways to score Team Trials points is at the bottom of this guide. You can also click the "Score Info" button after a completed Team Trials round to see a breakdown of how many points each of your trainees scored, and for doing what. For a simple explanation, you get most of your points in a Team Trials match for doing three things:

  • Placing well in races.
  • Activating skills.
  • Challenging stronger opponents.

A good Team Trials runner is a runner that is able to do all three of these things, and the rest of this guide will cover how to make them.

What Makes A Good Team Trials Runner? ​

INFO

Grand Concert is the best scenario for making Team Trials runners until the majority of your grid is at UF or above. While you may see Unity Cup Team Trials runners on the leaderboard, or in videos and streams, this strategy relies on your opponents also using the same strategy, as a good Grand Concert runner will beat a good Unity Cup runner in most cases.

Unlike a normal race, victory is not the most important factor in building a strong Team Trials runner. Instead, the most important factor to consider for Team Trials Umas is whether they have reliable and consistent skills, especially their unique skill. Team Trials rewards consistent skill activations with points, and it's possible for a runner that doesn't win a race outright to still score more points than the runner that did.

Special Week's Shooting Star would be an example of a consistent unique skill, as it only requires you to pass another runner while in the top five during late race. This should happen in almost every race unless something goes wrong.

On the other hand, King Halo's Prideful King would be an example of an inconsistent unique skill, as it requires you to have not Rushed, as well as be between 4th - 8th place with exactly 200m remaining in the race.

This same logic applies to the regular Gold and White skills that you purchase on a Team Trials runner. Generic and consistent skills that activate for most runners and on most tracks are strong. This would be skills like Professor of Curvature or Lane Legerdemain.

Skills that require specific conditions in order to activate, or are dependent on characteristics of the track, are weak. This would be skills like Blinding Flash or Super Lucky Seven.

In addition to consistent unique skills, a good Team Trials runner tends to have good stat growths and strong potential skills that can make them easier to build. Runners with unique and consistent recovery skills (Super Creek's Pure Heart or Mayano Top Gun's Breath of Fresh Air), strong growth rates in important stats (El Condor Pasa or Gold Ship), and cheap, generic skills from Potential levels (Air Groove) tend to excel as Team Trials runners.

When built well, any runner can succeed in Team Trials. But if you need some ideas for your roster, the table below lists some particularly strong Team Trials runners and the distances and styles that they are best-suited to. If you're struggling to reach the retention line, using some of these runners in these specific roles could help improve your score.

Team Trials Trainee Table ​

Suisei's Team Trials Uma Tier List as of October 2026

Suisei's Team Trials Uma Tier List as of October 2026

Summer Gold Ship ​

​Summer Gold Ship deserves her own section as a meta-defining Uma for Team Trials, both as a trainee and as a parent. You will generally want to inherit her unique skill 564 Escapades on every member of your team.

During a Team Trials race, white skill activations are worth 500 points, while gold skill activations are worth 1200 points. 564 Escapades is itself a white skill that activates a random Gold Skill in the second half of the race. This gives up to an extra 1,700 points - 500 from 564, and an extra 1200 if it also activates a Gold skill.

Summer Gold Ship

Summer Gold Ship

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564 Escapades cannot activate skills that have already activated in a race, unless the skill has a cooldown and that cooldown has expired.

WARNING

Even though 564 Escapades can trigger any Gold skill, including Gold skills that could not otherwise trigger on your trainee, you should avoid buying Gold skills that cannot trigger for your runner's chosen distance and style. Use 564 as a safety net to activate Gold skills that failed a Wit check, or for skills that didn't activate due to positioning requirements that your trainee failed.

Current “Meta” Team Trials Support Cards ​

'Meta' support cards for Team Trials are cards that enable strong stat growths while also providing skills that are consistent and generic. Some examples of borrows for specific distances and styles are below. This is not an exhaustive list, and you can experiment with other borrows as well.

Generic Good Borrows

  • palLight Hello is an exceptionally strong card for Grand Concert that also provides See Ya Later! as a Gold skill. If you don't have Light Hello, you should borrow her before any other card listed here. Even the R version of the card is fine, as long as you have it uncapped.
  • Similarly, for Unity Cup, palRiko Kashimoto provides Rushing Gale! via her date chains, and can help with your Stamina requirements while you train Wit.
  • speedAgnes Tachyon is a specialized Pace Chaser card, but can be worth borrowing for her +2 skill point bonus, enabling you to buy more skills during a run.
  • Like Tachyon, witMr. C.B. is also specialized towards End Closers, but has strong stat bonuses that make her effective for building rating.
  • witTokai Teio is another powerful Wit card that provides Professor of Curvature if you aren't already getting it from Kitasan Black.

Honorable Mention

  • speedMihono Bourbon was a free card for a relatively recent event, and most players should have it. It's also not as strong a borrow as the other cards in this section. However, it's worth mentioning that Bourbon gives access to Concentration as a Gold skill from Grand Concert, and this skill is powerful enough to justify taking Bourbon instead of other Speed cards you have that are statistically stronger.

Sprint

  • witCurren Chan is a strong card for building Wit as a stat, and also can provide Perfect Prep, which is cheap and can activate on any Sprint track.
  • witNakayama Festa can also be a good borrow for both Sprints and Miles. Nothing Ventured has a chance to drain Stamina, but this is less impactful on shorter tracks.

Mile

  • speedTaiki Shuttle is the premier support card borrow for Miles. Mile Maven will consistently activate for all Front Runners and most Pace Chasers, and she also gives hints for several other valuable Mile skills.

Medium

  • witOguri Cap's Gold skill only works for Pace Chasers, but Oguri herself also raises the initial friendship of your other support cards, getting you to rainbow trainings earlier and increasing your performance points in a Grand Concert run.

Long

  • There are no good options for Long-specialized borrows currently. Use a generic borrow instead, or a borrow for a specific running style.

Front Runner

  • speedMaruzensky provides plenty of training effectiveness, assuming that your facilities are leveled. Top Runner is not super consistent, but Maruzensky gives hints for many relevant Front-Runner skills.

Pace Chaser

  • If you are already using Tachyon, witFine Motion provides a consistent Gold skill in Speed Star (though it is not guaranteed) alongside good Wit growth.

Late Surger

  • speedEishin Flash is a specialized Late Surger borrow that provides a good set of random hints, as well as a generic straightaway velocity skill in Sharp Streak.

End Closer

  • Outside of witMr. C.B., who is already a fine generic borrow, there are no other strong, specialized End Closer supports at this time in Global.

Example Decks ​

Some examples of good Team Trials decks are below. "Budget" decks are aimed towards players who started recently and may not have access to a deep support card library, while "Ideal" decks are aimed towards older accounts and non-F2P players who will have access to more resources. For Medium and especially Long decks, being able to access a Gold recovery skill (either from potential skills, or support cards) provides additional flexibility in what cards you choose to run.

Budget Grand Concert - Sprint/Mile/Medium
Sweep ToshoAgnes TachyonMihono BourbonMarvelous SundayMatikanefukukitaruLight Hello
Budget Grand Concert - Long
Sweep ToshoAgnes TachyonMihono BourbonBiwa HayahideMarvelous SundayLight Hello
Ideal Grand Concert - Sprint/Mile/Medium
Kitasan BlackAgnes TachyonMihono BourbonMr. C.B.Fine MotionLight Hello
Ideal Grand Concert - Long
Kitasan BlackAgnes TachyonMihono BourbonMr. C.B.Super CreekLight Hello

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For more inspiration about decks or team composition, consider looking at the Team Trials Leaderboard. Comparing yourself to other players at your same rating after a Team Trials match can also give you ideas for where to improve and find advantages.

Team Building Strategies ​

When choosing your Team Trials Umas, make sure to consider:

  1. Using different running styles within each distance team. Overlapping styles makes you miss out on the Good Positioning Bonus, which is up to 3000 base score per Uma.

  2. Umas with consistent Unique activation conditions take priority. Umas such as Mejiro Ryan with strict place conditions are suboptimal for Team Trials.

  3. Since Umas score more for placing well, they should be racing distances and tracks that fit their Aptitudes. Raising an Uma’s aptitude increases the Team Rating, which raises your Opponents’ Rating for a higher Opponent Rating Bonus. Team Trials runners should have A aptitudes for their chosen surface, distance, and style.

  4. A vital part of scoring well in Team Trials is meeting the Stamina requirements for a track. Team Trials tracks are randomized, and buying recoveries both provides Stamina and generates score. As a result, the Stamina you aim for will depend on other elements of your runner, and your overall strategy. A general number to aim for, as the maximum Stamina you should need in each distance, is below.

  • Sprint: 400-450 Stamina.
  • Mile: 600-650 Stamina.
  • Medium: 700-800 (or 600-700 and a Gold recovery).
  • Long: 800-900 and a Gold recovery (or 700 and two Gold recoveries).

For longer distances, using Umas with unique recoveries or Gold recoveries from potential skills lets you invest less into Stamina, and avoid running Stamina cards in your deck.

TIP

The majority of Long Team Trials tracks are 2600m or shorter, but can be up to 3600m long in the worst case. The amount of Stamina you use for your Long runners depends on how important it is for you to try and win the longer Long tracks, and secure Good Positioning and Team Bonuses.

If you are struggling to hit the Stamina threshold for even the shorter Long tracks, you could consider building your Long Team Trials runners in Unity Cup, and using either Rice Shower Power or Rice Shower Wit to name your team after her and get Cooldown as a gold skill at the end of your run.

How Consistent Are Team Trials Track Features? ​

Many skills in the game are dependent on features of the track in order to activate, such as the length of the track for Non-Standard Distance, or whether the track has uphills for Moxie. Our best guess at how Team Trials tracks are selected is that they are picked randomly from the pool of all available tracks of that distance and surface. If we use this assumption, we can estimate how likely it is that track-specific skills will work for a specific Team Trials slot. As a general rule of thumb, a track-specific skill probably isn't worth taking until it's at least around 70% likely to activate.

Track Probabilities ​

TrackRight-HandedLeft-HandedStandard DistanceNon-Standard DistanceHas DownhillHas Uphill
Sprint65%29%53%47%59%71%
Mile71%29%41%59%76%82%
Medium57%43%71%29%76%76%
Long83%17%17%83%75%92%
Dirt50%50%25%75%45%64%

To the best of the community's knowledge, tracks are selected randomly from all possibilities for that surface and distance combination. In other words, on Turf Miles, the game is equally likely to pick any of the Turf Mile courses that exist in the game.

Weather, season, and surface conditions use a similar random distribution, but with different weights, and some conditions are dependent on one another. For example, it cannot be Snowy in Summer, and the track cannot be Soft or Bad while the weather is Sunny. Spring is a 40% chance because there are actually two Spring seasons in the game -- Sakura Spring and regular Spring.

Seasons and Weather ​

SpringSummerFallWinter
40%20%20%20%
SunnyCloudyRainySnowy
59%30%10%1%
FirmGoodSoftBad
77%12%6%5%

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This data comes from Mango and Ruben's efforts to understand how Team Trials tracks are selected. A link to their complete data collection is here.

What Are The Rewards From Team Trials? ​

Team Trials provides Carat & Friend Point rewards for class retention, first time promotions and repeat promotions.

Retention rewards (awarded weekly, every Monday): ​

ClassRetention Rewards
Class 1750 Friend Points
Class 235 Carats + 1500 Friend Points
Class 375 Carats + 3000 Friend Points
Class 4150 Carats + 4500 Friend Points
Class 5225 Carats + 6000 Friend Points
Class 6375 Carats + 7500 Friend Points

First time promotion rewards ​

Class1st Time Promo Rewards
Class 2300 Carats + 3000 Friend Points
Class 3500 Carats + 3000 Friend Points
Class 4700 Carats + 4000 Friend Points
Class 51000 Carats + 4000 Friend Points
Class 61500 Carats + 5000 Friend Points

Repeated promotion rewards ​

ClassRepeated Promo Rewards
Class 4150 Carats + 4500 Friend Points
Class 5225 Carats + 6000 Friend Points
Class 6300 Carats + 7500 Friend Points

What Generates Team Trials Score? ​

Scores in Team Trials consist of a Base Score, supplemented by various additive bonuses & multipliers. The single biggest contributor to your score is your Opponent Rating Bonus, which multiplies every other points source that you generate.

Base Score ​

Example of an Uma’s Score Details post-Team Trials run. Each source of points has a Base Score, which then gets multiplied by the Ace, Opponent Rating, and Support Bonuses.

Example of an Uma’s Score Details post-Team Trials run. Each source of points has a Base Score, which then gets multiplied by the Ace, Opponent Rating, and Support Bonuses.

Final Position ​

Each Uma gets a score based on placement.

Position1st2nd3rd4th5th6th
Score10,0008,0007,0006,0005,0004,000
Position7th8th9th10th11th12th
Score4,0003,0003,0002,0002,0002,000

Team Bonus ​

There is an additional bonus if the entire team places well.

Team BonusScore
Team gets 1st, 2nd, and 3rd Place5000
Team Members all place within Top 54000

Beat Target Time ​

Every Track in Team Trials has a predetermined Reference Time.

By beating this Reference Time, we can get additional Points.

100 Points are awarded for every 0.1 seconds faster than the reference time, capped at 2000 Points.

1st to 2nd Place difference ​

If our Uma wins the race, we will get a point bonus based on how close the race was. Races that are either very close or won in a dominant fashion get the most points.

Distance (10+)10 Lengths9L8L7L6L5L4L3 1/2L3L2 1/2L
30002600250024002300220021002000190018001700
2 1/2L2L1 3/4L1 1/2L1 1/4L1L3/4L1/2LNeckHeadNose
17001600150014001300120011001000200030005000

Skill activation ​

Each Skill activation during the race grants points.

Skill ActivationScore
Gold Skill1,200
White / Green Skill500
Inherited Unique Skill500

Unique Skill Activation gives more points, and increases with Unique Skill Level and Star Unlock Grade.

Skill Level / Star Unlocks12345678910
⭐ / ⭐⭐1,5001,7001,8001,9002,0002,1002,2002,3002,4002,500
⭐⭐⭐+2,0002,2002,3002,4002,5002,6002,7002,8002,9003,000
⭐⭐⭐ Haru Urara, upgradeable through Enhance > Trainee > Star Unlock.

⭐⭐⭐ Haru Urara, upgradeable through Enhance > Trainee > Star Unlock.

Good Positioning ​

Each running style included on your team can get a Good Positioning Bonus during early, mid, and late-race, which all give 1000 Points each. This is a potential 3000 Points per Uma, which is why it is important to diversify a team’s running styles.

Strong Start ​

If an Uma has a strong start, she will be awarded 1000 Points. Concentration greatly increases the chance of getting this bonus, and is worth taking above other options if you are able to get it from Mihono Bourbon's scenario link at the end of a Grand Concert career.

Long Shot ​

Umas at 8th Favorite or below that place 3rd or better will receive a bonus of 4000 Points.

Rushed ​

There is a 500 base Points penalty, along with 100 additional Points for every 0.1 seconds spent in the Rushed state. Restraint can help mitigate the chances of this happening, as well as being a guaranteed 500 points in every race.

Score Multipliers ​

Every base score listed above gets modified by an additive percentage from all sources listed below.

An Uma’s Base Points with their Ace, Opponent Rating, and Support bonuses.

An Uma’s Base Points with their Ace, Opponent Rating, and Support bonuses.

The Umas that are in the top slot in the teambuilder are called the Ace, and receive a 10% score bonus.

The Team Trials Teambuilder.

The Team Trials Teambuilder.

Support Bonus ​

There is a Support Bonus that scales with Support Card levels.

Support Bonus, as visible in the Support Card menu.

Support Bonus, as visible in the Support Card menu.

Winstreak Bonus ​

Every additional race won in a row provides a Winstreak Bonus.

  • 2 Streak Bonus = 2%
  • 3 Streak Bonus = 3%
  • 4 Streak Bonus = 4%
  • 5 Streak Bonus = 5%

Opponent Rating Bonus ​

The biggest boost to our total will be the Opponent Rating Bonus, which is determined by the relative strength of our opponents. The formula for this bonus is:

OpponentRatingBonus=RatingoppRatingown+(200,000−Ratingopp)

For example, if our Team Rating is 220,000 and our Base Score is 3000:

  1. If we choose the Top Option, with Opponent Team Rating = 230,000
200,000 - 230,000 + 220,000 = 190,000
230,000 ÷ 190,000 = 1.21 multiplier

Score = 3000 * 1.21 = 3630 pts
  1. If we choose the Middle Option, with Opponent Team Rating = 220,000
200,000 - 220,000 + 220,000 = 200,000
220,000 ÷ 200,000 = 1.1 multiplier

Score = 3000 * 1.1 = 3300 pts

This is why the top option should always be picked when playing Team Trials.

Determining your Aces ​

As previously mentioned, the Ace Uma will receive a 10% Score bonus. Therefore, our highest scoring Uma should be set as the Ace. We can determine our highest scoring Uma as follows:

  1. Click on the “Race History” button on the Team Trials page
Race History button on the Team Trials page.

Race History button on the Team Trials page.

  1. Go to “Score Info”, note down each of our Umas’ scores and average it out across a large sample size. Remember to deduct 10% from the scores of your current Ace.
Score Info showing Uma performance details.

Score Info showing Uma performance details.

On the other hand, our Aces are also the Umas that appear on our banner when another player encounters us. We can simply set our favorite Umas as Aces to display on our banner.

How the team appears to others.

How the team appears to others.