So Idk if this will be helpful to anyone but I made a small guide to explain a few terms in umamusume and figured I'd drop it here in tumbler
UMA MUSUME GUIDE
By stellarstella
STATS
>SPEED: determines how fast your horse can run
>STAMINA: determines how well your horse can maintain max speed and for how long
>POWER: more power equals a higher chance at passing other horses as well as higher acceleration
>GUTS: affects how well you run on dirt tracks as well as working as a last burst stamina gauge if your horse runs out of STAMINA
>WIT: affects generally how well your horse can race and how often skills may proc. Higher WIT means better positioning during the race.
RACES
>RACE TYPES
>>LONG: Distances between 2401- 3600m
>>MEDIUM: 1801-2400m
>>MILE: 1401-1800m
>>SPRINT: 1000-1400m
>Different lengths make better use of different stats. For example longer races will require more STAMINA compared to shorter races.
There are also two track types with TURF being the majority of what you will be seeing and DIRT not showing up as much but may require more POWER and GUTS.
>RACE STYLES: End closer, Late Surger, Pace Chaser, Front Runner
>>END CLOSER: Your horse will stay at the end of the group and will try to burst towards the front near the end of the race. Conserves STAMINA but will require enough SPEED and POWER to catch up and is not as effective on shorter races
>>LATE SURGER: Similar to END CLOSER but will keep your horse closer to the front while still conserving stamina aiming for a powerful burst to take first
>>PACE CHASER: Well balanced for all distances as your horse will stay close behind the FRONT RUNNERS. Requires a mix of SPEED, STAMINA, and POWER to ensure that your horse can keep up and then finally break through the pack.
>>FRONT RUNNER: Your horse will stay at the front of the pack trying to stay in first the entire race. Makes the most use out of SPEED and STAMINA while not requiring as much power as the other styles.
>RACE APTITUDES: A letter grade (S,A,B,C,D,E,F, or G) that shows how well your horse can run on a certain track, distance, or race style.
Each horse will have different race types and styles they are good at and the aptitude let's you know what they do best at. (S = Stats plus 10% A = Stats plus 0% B = Stats minus 10%
>>TRACK APTITUDES: Affect how well they run on either turf or dirt
>>DISTANCE APTITUDES: Affect how well your horse does at different distances
>>STYLE APTITUDES: Affect how well your horse can run in each racing style (End closer, Late, Pace Chaser, Front Runner)
VETERAN/LEGACY HORSES
>LEGACY HORSES: Are gained upon finishing career runs wether you complete all goals or not. Two of them can then be selected when starting a new career run and will give your current horse different buffs through SPARKS or INSPIRATION. Each LEGACY HORSE will have the two horses who were used during its respective career run attached to it who will also give bonuses through SPARKS.
>>INSPIRATION: An event that happens three times throughout a career that activates SPARKS from your LEGACY HORSES that give either stat increases, hints towards skills, or aptitude upgrades.
>>SPARKS: There are four types of sparks which determine what benefits they give your horse.
>>>BLUE SPARKS give stat increases 1 PER HORSE
>>>PINK SPARKS give increases to aptitudes 1 PER HORSE
>>>GREEN SPARKS give hints for skills unique skills 1 PER HORSE
>>>WHITE SPARKS give either hints for generic skills or stat boosts
>>SPARKS CONT.: getting a spark on a LEGACY HORSE is up to rng but the most important ones that increase stats can be slightly influenced. By getting a stat to 600 you gain the chance to get a 3 star spark which will give your new horse +21 to each stat that you have a 3 star spark for and can be stacked. Getting a stat higher than 600 gives you slightly better chances to get a 3 star spark. The idea is to have each horse in your legacy with a blue 3 star spark to get the lost out of you inspiration events. Generally getting more stats from sparks means you can afford to have different cards in your deck. (If you have 2 power sparks on a pace chaser you won't need as many power cards in your deck)
And again this guide isn't mean to be in-depth or super focused more just a general explanation of some terms and things that aren't fully explained in game so feel free to let me know if there's anything I can try to clarify more on or if there's anything I got wrong. <3













