zenno: use data from api
This commit is contained in:
@@ -20,12 +20,93 @@
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} from '$lib/race';
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import Skill from '$lib/Skill.svelte';
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import StatChart from '$lib/StatChart.svelte';
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import { onMount } from 'svelte';
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import Article from '../Article.svelte';
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import Sec from '../Sec.svelte';
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import * as skill from '$lib/data/skill';
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let raceLen = $state(2000);
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let secSpeedStyle = $state(RunningStyle.FrontRunner);
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let allSkillsList: skill.Skill[] = $state([]);
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onMount(async () => {
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allSkillsList = await skill.skills();
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});
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const allSkills = $derived(allSkillsList.reduce((m, s) => m.set(s.skill_id, s), new Map<number, skill.Skill>()));
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const skills = $derived({
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view: allSkills.get(100021),
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sfv: allSkills.get(100101),
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uma2: allSkills.get(100321),
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falcoUlt: allSkills.get(100461),
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palmerUlt: allSkills.get(100641),
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kfc: allSkills.get(110041),
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cacao: allSkills.get(110261),
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right: allSkills.get(200012),
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left: allSkills.get(200022),
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firm: allSkills.get(200152),
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compSpirit: allSkills.get(200282),
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professor: allSkills.get(200331),
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cornerAdept: allSkills.get(200332),
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cornerConn: allSkills.get(200341),
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rushingGale: allSkills.get(200371),
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conc: allSkills.get(200431),
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focus: allSkills.get(200432),
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centerStage: allSkills.get(200451),
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pp: allSkills.get(200452),
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ramp: allSkills.get(200462),
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nsm: allSkills.get(200491),
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nn: allSkills.get(200492),
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homestretchHaste: allSkills.get(200512),
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ttl: allSkills.get(200531),
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earlyLead: allSkills.get(200532),
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escapeArtist: allSkills.get(200541),
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fastPaced: allSkills.get(200542),
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unrestrained: allSkills.get(200551),
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encroaching: allSkills.get(200641),
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spurt: allSkills.get(200642),
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turboSprint: allSkills.get(200651),
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tunes: allSkills.get(200721),
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greed: allSkills.get(201081),
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speedEater: allSkills.get(201082),
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siphon: allSkills.get(201221),
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murmurGold: allSkills.get(201161),
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longStraights: allSkills.get(201172),
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blast: allSkills.get(201173),
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straights: allSkills.get(201242),
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corners: allSkills.get(201252),
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sixthSense: allSkills.get(201261),
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dd: allSkills.get(201262),
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topRunner: allSkills.get(201271),
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leadersPride: allSkills.get(201272),
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moxie: allSkills.get(201282),
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eyes: allSkills.get(201441),
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savvy: allSkills.get(201522),
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lucky7: allSkills.get(201562),
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gw: allSkills.get(201601),
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thh: allSkills.get(201611),
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loneWolf: allSkills.get(201641),
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slipstream: allSkills.get(201651),
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pto: allSkills.get(201661),
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risky: allSkills.get(202032),
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runaway: allSkills.get(202051),
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burningWIT: allSkills.get(210051),
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ignitedWIT: allSkills.get(210052),
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radiant: allSkills.get(210061),
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redshiftInherit: allSkills.get(900041),
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pulseInherit: allSkills.get(900061),
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anglingInherit: allSkills.get(900201),
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pumpInherit: allSkills.get(900271),
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inesInherit: allSkills.get(900311),
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uma2Inherit: allSkills.get(900321),
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beyondInherit: allSkills.get(900591),
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vcInherit: allSkills.get(900681),
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pastaInherit: allSkills.get(900141),
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kfcInherit: allSkills.get(910041),
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barcaroleInherit: allSkills.get(910151),
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cacaoInherit: allSkills.get(910261),
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mummyCreekInherit: allSkills.get(910451),
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});
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function mean2(x: [number, number]): number {
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return (x[0] + x[1]) * 0.5;
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}
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@@ -193,7 +274,7 @@
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At the start of late race, if they have enough HP remaining for their last spurt, horses accelerate from the mid race base
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target speed to their spurt speed, which varies by speed stat, distance aptitude, running style, race distance, and guts stat,
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in decreasing order of effect. "Last spurt" and "last spurt phase" are different and unrelated things; the latter is only used
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mechanically in the condition for <Skill skill={200512} hint="homestretch haste" mention />.
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mechanically in the condition for <Skill skill={skills.homestretchHaste} mention />.
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</p>
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<p>
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Speed skills add a flat amount of target speed, generally +0.15 m/s for white skills, +0.25 m/s for double circle skills and
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@@ -204,8 +285,8 @@
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<Sec h={3} id="runaway">Runaway</Sec>
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<p>
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The skill <Skill skill={202051} hint="runaway" /> converts front runners into the <i>Great Escape</i> running style. However,
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no player has ever uttered the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler
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The skill <Skill skill={skills.runaway} /> converts front runners into the <i>Great Escape</i> running style. However, no
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player has ever uttered the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler
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name. ("Great Escape" is a direct translation of Japanese 大逃げ <i>oonige</i>, whereas "Front Runner" is a more liberal
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localization of 逃げ <i>nige</i> that technically just means "escape.")
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</p>
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@@ -239,32 +320,31 @@
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</p>
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<ul class="mb-4 list-disc pl-4">
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<li>
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<Skill skill={900201} hint="angling" />, sometimes called Rod, is currently the second best skill in the game. Its condition
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<Skill skill={skills.anglingInherit} />, sometimes called Rod, is currently the second best skill in the game. Its condition
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is to be in first place on any late race corner, which is the case immediately at the start of late race on all medium
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tracks,
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<a href="#niigata-1600">all but one mile</a>, and some sprints.
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</li>
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<li>
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On long distance tracks, <Skill skill={900681} hint="vc" /> takes that role instead. The front two horses get it, and it has half
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On long distance tracks, <Skill skill={skills.vcInherit} /> takes that role instead. The front two horses get it, and it has half
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the acceleration value.
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</li>
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<li>
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On those sprints where Angling is dead, the front-specific option is <Skill skill={900141} hint="pasta" /> (VPP, or Pasta). Multi-front
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builds also have access to <Skill skill={910451} hint="mummy creek" /> (HCreek). It takes both of them to equal Angling, so such
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sprints may be better served gambling on <Skill skill={200651} hint="turbo sprint" mention />, <Skill
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skill={200371}
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hint="rushing gale"
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On those sprints where Angling is dead, the front-specific option is <Skill skill={skills.pastaInherit} /> (VPP, or Pasta). Multi-front
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builds also have access to <Skill skill={skills.mummyCreekInherit} /> (HCreek). It takes both of them to equal Angling, so such
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sprints may be better served gambling on <Skill skill={skills.turboSprint} mention />, <Skill
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skill={skills.rushingGale}
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mention
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/>, and possibly <Skill skill={200551} hint="unrestrained" mention /> instead. Front runners are especially strong on sprints
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for <a href="#spot-struggle">other reasons</a> anyway.
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/>, and possibly <Skill skill={skills.unrestrained} mention /> instead. Front runners are especially strong on sprints for
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<a href="#spot-struggle">other reasons</a> anyway.
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</li>
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</ul>
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<p>
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<Skill skill={200491} hint="nsm" /> is the best skill in the game. Unfortunately, for the most part, it's bad on front runners;
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generally not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is
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pulling away from you before you accumulate the blocked time to activate it. That said, on VC tracks specifically, NSM or its
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white version <Skill skill={200492} hint="nn" mention /> can be an option for multi-front builds, since the two frontmost horses
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get VC and final corner lane movement hasn't happened.
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<Skill skill={skills.nsm} /> is the best skill in the game. Unfortunately, for the most part, it's bad on front runners; generally
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not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is pulling
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away from you before you accumulate the blocked time to activate it. That said, on VC tracks specifically, NSM or its white
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version <Skill skill={skills.nn} mention /> can be an option for multi-front builds, since the two frontmost horses get VC and final
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corner lane movement hasn't happened.
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</p>
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<Sec h={2} id="positioning">Positioning Mechanics</Sec>
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@@ -357,14 +437,13 @@
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/>
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</div>
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<p>
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Front runners have access to the skill <Skill skill={201262} hint="dd" />, which forces a horse who uses it to move outward to
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a specific distance from the rail. DD almost always ends shortly before the horse has finished accelerating to early race
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speed, so it does not convert the move lane speed modifier into distance.
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Front runners have access to the skill <Skill skill={skills.dd} />, which forces a horse who uses it to move outward to a
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specific distance from the rail. DD almost always ends shortly before the horse has finished accelerating to early race speed,
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so it does not convert the move lane speed modifier into distance.
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</p>
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<p>
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We get advantage from move lane speed modifier by following DD with <Skill skill={200452} hint="pp" /> or <Skill
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skill={210052}
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hint="ignited wit"
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We get advantage from move lane speed modifier by following DD with <Skill skill={skills.pp} /> or <Skill
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skill={skills.ignitedWIT}
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/>. DD created an opportunity for those return skills to convert into huge forward speed. This setup is called
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<i>lane combo</i>.
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</p>
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@@ -379,13 +458,12 @@
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an efficient pickup as a short burst of high speed to gain position.
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</p>
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<p>
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The gold versions of lane combo skills – <Skill skill={201261} hint="gold dd" mention />, <Skill
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skill={200451}
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hint="gold pp"
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The gold versions of lane combo skills – <Skill skill={skills.sixthSense} mention />, <Skill
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skill={skills.centerStage}
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mention
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/>, <Skill skill={210051} hint="burning wit" mention /> – are excellent to take on parents, but they generally make lane combo
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itself less effective. They have stronger lane change movement boosts, which does not affect the forward speed boost and is likely
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to make it last a shorter time, since the horse will return to the rail more quickly.
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/>, <Skill skill={skills.burningWIT} mention /> – are excellent to take on parents, but they generally make lane combo itself
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less effective. They have stronger lane change movement boosts, which does not affect the forward speed boost and is likely to make
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it last a shorter time, since the horse will return to the rail more quickly.
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</p>
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<p>
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For the same reasons, Ignited WIT is a bit stronger than PP, because it has a <i>smaller</i> effect value and also a longer base
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@@ -509,9 +587,9 @@
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<p>
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For the most part, there's nothing you can do about the no-overtake zone. The exception to this is with Smart Falcon, who has
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a speed unique that can fire on any mid race straight. On Tokyo 1600 (both turf and dirt), the first corner is far enough into
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mid race that <Skill skill={100461} hint="falco ult" /> is likely to fire before entering the no-overtake zone, helping to propel
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her into a lead that other front runners can't challenge until the corner begins – which is especially strong because it's
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harder to pass on corners, and on those tracks, that corner lasts all the way into late race.
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mid race that <Skill skill={skills.falcoUlt} /> is likely to fire before entering the no-overtake zone, helping to propel her into
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a lead that other front runners can't challenge until the corner begins – which is especially strong because it's harder to
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pass on corners, and on those tracks, that corner lasts all the way into late race.
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</p>
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<Sec h={2} id="skills">Skills</Sec>
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@@ -522,37 +600,34 @@
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</p>
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<ul class="mb-4 list-disc pl-4">
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<li>
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On miles, <Skill skill={201082} hint="speed eater" /> is the strongest speed skill in the game, because it is both a full strength
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speed skill (i.e. +0.15 target speed for base 3s) and a full strength speed debuff. It plays both offense and defense simultaneously.
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On miles, <Skill skill={skills.speedEater} /> is the strongest speed skill in the game, because it is both a full strength speed
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skill (i.e. +0.15 target speed for base 3s) and a full strength speed debuff. It plays both offense and defense simultaneously.
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Every front runner should have it on every mile. Speed Eater technically has a gold version, <Skill
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skill={201081}
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hint="gold speed eater"
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skill={skills.greed}
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mention
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/>, but Cygames apparently recognized that it must not ever be allowed to exist, because there's still no source of it on
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JP.
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</li>
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<li>
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<Skill skill={201611} hint="thh" /> is a full strength speed skill that is triggered by other skills, so it excels at stacking
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– triggering THH with another speed skill is very likely to secure a pass.
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<Skill skill={skills.thh} /> is a full strength speed skill that is triggered by other skills, so it excels at stacking –
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triggering THH with another speed skill is very likely to secure a pass.
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</li>
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<li>
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<Skill skill={200462} hint="ramp" /> is only a half strength speed skill (base 1.8s), but it fires upon overtake, which helps
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to turn that into a complete pass.
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<Skill skill={skills.ramp} /> is only a half strength speed skill (base 1.8s), but it fires upon overtake, which helps to turn
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that into a complete pass.
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</li>
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<li>
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<Skill skill={201661} hint="pto" /> and <Skill skill={201651} hint="slipstream" /> are mechanically similar full-strength speed
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skills with cooldowns, so they can fire multiple times per race. Slipstream requires not being in first, and it's always wasted
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if it triggers during the <a href="#no-zone">no-overtake zone</a>, so it's marginally weaker. Both want multi-front builds.
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<Skill skill={skills.pto} /> and <Skill skill={skills.slipstream} /> are mechanically similar full-strength speed skills with
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cooldowns, so they can fire multiple times per race. Slipstream requires not being in first, and it's always wasted if it triggers
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during the <a href="#no-zone">no-overtake zone</a>, so it's marginally weaker. Both want multi-front builds.
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</li>
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</ul>
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<Sec h={3} id="gate-skills">Gate Skills</Sec>
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<p>
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Gate skills are <Skill skill={201601} hint="gw" /> (GW), <Skill skill={200532} hint="early lead" />, and <Skill
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skill={200431}
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hint="conc"
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/> (Conc), as well as all green skills including <Skill skill={202051} hint="runaway" mention /> (but excluding <Skill
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skill={201562}
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hint="lucky 7"
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Gate skills are <Skill skill={skills.gw} /> (GW), <Skill skill={skills.earlyLead} />, and <Skill skill={skills.conc} /> (Conc),
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as well as all green skills including <Skill skill={skills.runaway} mention /> (but excluding <Skill
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skill={skills.lucky7}
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mention
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/>). These skills activate the moment the race starts. Other running styles can largely ignore them, but for front runners,
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they are critical.
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@@ -574,33 +649,31 @@
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/>
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</div>
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<p>
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GW must be combined with <Skill skill={200532} hint="el" /> if you want any chance of being first out of early race. The gold version
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of EL, <Skill skill={200531} hint="ttl" />, is highly accessible as the skill from the Mihono Bourbon Wit event SSR. In
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practice, I've found it adds fewer lengths over the white, and hence less positioning ability, than a mid race gold speed
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skill. It is still absolutely <i>good</i>, and Bourbon Wit is a very usable card (treat her as a speed card that gives extra
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energy on wit), but I don't consider it mandatory anymore.
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GW must be combined with <Skill skill={skills.earlyLead} /> if you want any chance of being first out of early race. The gold version
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of EL, <Skill skill={skills.ttl} />, is highly accessible as the skill from the Mihono Bourbon Wit event SSR. In practice,
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I've found it adds fewer lengths over the white, and hence less positioning ability, than a mid race gold speed skill. It is
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still absolutely <i>good</i>, and Bourbon Wit is a very usable card (treat her as a speed card that gives extra energy on
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wit), but I don't consider it mandatory anymore.
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</p>
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<p>
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Conc is less critical. It's worth taking on horses who have it, but it isn't worth using support card slots just to get it. On
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the other hand, its white version, <Skill skill={200432} hint="focus" />, is bad; its only real use is as a backup gate skill
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for GW when you don't have enough greens available.
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the other hand, its white version, <Skill skill={skills.focus} />, is bad; its only real use is as a backup gate skill for GW
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when you don't have enough greens available.
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</p>
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<Sec h={3} id="spurt-skills">Spurt Skills</Sec>
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<p>
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Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners.
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Notable exceptions are <Skill skill={910151} hint="barcarole" /> and, on Tokyo turf, <Skill
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skill={900311}
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hint="ines inherit"
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Notable exceptions are <Skill skill={skills.barcaroleInherit} /> and, on Tokyo turf, <Skill
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skill={skills.inesInherit}
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/><!-- skill name ends with ! -->
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These are good inherits for those who don't have easy access to <Skill skill={910261} hint="cacao" mention /> and <Skill
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skill={910041}
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hint="kfc"
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These are good inherits for those who don't have easy access to <Skill skill={skills.cacaoInherit} mention /> and <Skill
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skill={skills.kfcInherit}
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mention
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/>.
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</p>
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<p>
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<Skill skill={900061} hint="pulse" /> is another spurt skill that may come up sometimes and is interesting to think about. It's
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<Skill skill={skills.pulseInherit} /> is another spurt skill that may come up sometimes and is interesting to think about. It's
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a 0.25 speed skill that requires being in at best second place to activate. Is it worth it to take?
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</p>
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<p>
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@@ -618,9 +691,8 @@
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<Sec h={3} id="others-skills">Other Horses' Skills</Sec>
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<p>There are two categories of other horses' skills to think about.</p>
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<p>
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The first is stamina debuffs: <Skill skill={201441} hint="eyes" />, <Skill skill={201161} hint="murmur" />, <Skill
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skill={201221}
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||||
hint="siphon"
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||||
The first is stamina debuffs: <Skill skill={skills.eyes} />, <Skill skill={skills.murmurGold} />, <Skill
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skill={skills.siphon}
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||||
/>. My conclusion is that Global doesn't understand how to build debuffers, so front runners can mostly ignore these –
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assume one will hit you, but not three.
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</p>
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@@ -631,9 +703,9 @@
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</p>
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<p>
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||||
The other category of skills to think about is other horses' uniques.
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<Skill skill={100101} hint="sfv" />, <Skill skill={100321} hint="u=ma2" />, and a number of others need tight positioning,
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||||
requiring something like 2-4 or 3-4 in CM. The number of front runners in the match can dictate whether it's ever possible for
|
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those uniques to activate. This is the fundamental idea behind <a href="#triple-front">triple front</a> builds.
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||||
<Skill skill={skills.sfv} />, <Skill skill={skills.uma2} />, and a number of others need tight positioning, requiring
|
||||
something like 2-4 or 3-4 in CM. The number of front runners in the match can dictate whether it's ever possible for those
|
||||
uniques to activate. This is the fundamental idea behind <a href="#triple-front">triple front</a> builds.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="skill-timing">Skill Timing</Sec>
|
||||
@@ -692,11 +764,10 @@
|
||||
the early and mid race skills you can manage.
|
||||
<a href="#gate-skills">Gate skills</a> are especially important, because runaways have a tremendously higher early race target
|
||||
speed. If there is a real difference between a correctly built runaway blocker and a runaway ace, it's that <Skill
|
||||
skill={910261}
|
||||
hint="cacao"
|
||||
skill={skills.cacaoInherit}
|
||||
mention
|
||||
/>
|
||||
and <Skill skill={910041} hint="kfc" mention /> are arguably more appropriate inherits than Angling, but the argument isn't strong
|
||||
and <Skill skill={skills.kfcInherit} mention /> are arguably more appropriate inherits than Angling, but the argument isn't strong
|
||||
if you're still able to hit a good stat line on your runaway.
|
||||
</p>
|
||||
<p>
|
||||
@@ -729,21 +800,19 @@
|
||||
<Sec h={3} id="long-double-front">Long Double Front</Sec>
|
||||
<p>
|
||||
At long distances, double front has different implications.
|
||||
<Skill skill={900681} hint="vc" /> is the front runner win condition, and the front two horses both get it. With late race being
|
||||
before the final corner and hence extra move lane not having started, you can take advantage of <Skill
|
||||
skill={200492}
|
||||
hint="nn"
|
||||
/> to turn the <i>second place</i> front runner into the winner.
|
||||
<Skill skill={skills.vcInherit} /> is the front runner win condition, and the front two horses both get it. With late race being
|
||||
before the final corner and hence extra move lane not having started, you can take advantage of <Skill skill={skills.nn} /> to turn
|
||||
the <i>second place</i> front runner into the winner.
|
||||
</p>
|
||||
<p>
|
||||
Building for second place to bunny with NN does not mean manipulating stats and skills to force one of the front runners into
|
||||
second. Both fronts need to be strong enough to be adjacent at late race start, and you have to beat other people's front
|
||||
runners, too. (Especially since VC and <Skill skill={200641} hint="encroaching" mention /> are currently the only consistent accels
|
||||
for long distance.) So, double front for long is ultimately about the same as double front for other distances, just with different
|
||||
runners, too. (Especially since VC and <Skill skill={skills.encroaching} mention /> are currently the only consistent accels for
|
||||
long distance.) So, double front for long is ultimately about the same as double front for other distances, just with different
|
||||
goals when choosing the legacy.
|
||||
</p>
|
||||
<p>
|
||||
Given that NN is good, it's also worth considering the gold version, <Skill skill={200491} hint="nsm" /><!-- ends with ! -->
|
||||
Given that NN is good, it's also worth considering the gold version, <Skill skill={skills.nsm} /><!-- ends with ! -->
|
||||
NSM is a better skill for the long double front build, but for now, the only way to get it while running MANT is from Yukino Bijin
|
||||
Wit. That card's numbers are not great. It's still possible to get a good stat line using her, but it will take more careers to
|
||||
get there than to just get NN from Fine Motion.
|
||||
@@ -752,8 +821,7 @@
|
||||
If you're feeling adventurous, runaway is another consideration for double (and triple) front on long distances. Your ace
|
||||
(hopefully) still gets VC, but the runaway paces up the race. As mentioned in the <a href="#solo-front">solo front</a>
|
||||
section, this especially punishes end closers, who tend to be popular on long tracks because of <Skill
|
||||
skill={200642}
|
||||
hint="straight spurt"
|
||||
skill={skills.spurt}
|
||||
mention
|
||||
/>. It also keeps your ace in <a href="#front-modes">overtake mode</a>, which is better than speed-up mode, for position keep.
|
||||
</p>
|
||||
@@ -771,9 +839,8 @@
|
||||
One type of support that all front runners do automatically is helping to kill position-based pace chaser skills. Such skills
|
||||
have conditions that translate into needing to be in 3rd or 4th, or sometimes 2nd through 4th, to activate. When you're
|
||||
bringing three front runners, if anyone else brings a single other one, they're going to occupy 2-4 naturally. If there happen
|
||||
to be three others, then even late/end win cons like <Skill skill={900591} hint="beyond" mention /> and <Skill
|
||||
skill={900271}
|
||||
hint="pump"
|
||||
to be three others, then even late/end win cons like <Skill skill={skills.beyondInherit} mention /> and <Skill
|
||||
skill={skills.pumpInherit}
|
||||
mention
|
||||
/> are dead.
|
||||
</p>
|
||||
@@ -794,10 +861,9 @@
|
||||
An SS support doesn't strictly need as much in the way of mid race skills, since her main job is to give the others overtake
|
||||
mode and then be passed. It's nonetheless a good idea to take those skills for less risk if your other fronts have a poor
|
||||
showing. In addition to the normal front win cons, it's potentially strong to take unconditional gambles like <Skill
|
||||
skill={200341}
|
||||
hint="corner conn"
|
||||
skill={skills.cornerConn}
|
||||
mention
|
||||
/> and <Skill skill={210061} hint="radiant" mention />.
|
||||
/> and <Skill skill={skills.radiant} mention />.
|
||||
</p>
|
||||
<p>
|
||||
SS supports do best on medium and long tracks, because you want to be building <i>everyone</i> for spot struggle on miles and
|
||||
@@ -808,11 +874,7 @@
|
||||
<Sec h={3} id="chariot">Chariot</Sec>
|
||||
<p>
|
||||
A front runner build that I have seen but not attempted is the chariot: a runaway with a strong mid race but insufficient HP
|
||||
to spurt stays in front of one or two other front runners who have <Skill
|
||||
skill={200491}
|
||||
hint="nsm"
|
||||
mention
|
||||
/><!-- ends with ! -->
|
||||
to spurt stays in front of one or two other front runners who have <Skill skill={skills.nsm} mention /><!-- ends with ! -->
|
||||
</p>
|
||||
<p>
|
||||
I saw a team using a chariot in CM13 round 2 day 2; that team had an overall eleven wins at the time. Maybe their horses just
|
||||
@@ -828,7 +890,7 @@
|
||||
<p>Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked.</p>
|
||||
<p>
|
||||
Currently, this chapter is about MANT (a.k.a. Trackblazer). Unity Cup is still useful – obviously for runaways, but also
|
||||
for spinning up an <Skill skill={210052} hint="ignited wit" mention /> legacy.
|
||||
for spinning up an <Skill skill={skills.ignitedWIT} mention /> legacy.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="support-cards">Support Cards</Sec>
|
||||
@@ -838,47 +900,41 @@
|
||||
</p>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>
|
||||
Ines Fujin gives <Skill skill={201082} hint="speed eater" mention />, <Skill skill={201661} hint="pto" mention />, and <Skill
|
||||
skill={201651}
|
||||
hint="slipstream"
|
||||
Ines Fujin gives <Skill skill={skills.speedEater} mention />, <Skill skill={skills.pto} mention />, and <Skill
|
||||
skill={skills.slipstream}
|
||||
mention
|
||||
/>. Her guts SSR is the Kitasan Black of guts cards, with 15% training effectiveness and 80 specialty priority. She also has
|
||||
a relatively new wit SR that is decently strong even at LB0, though still objectively beaten by Marv SR until MLB.
|
||||
</li>
|
||||
<li>
|
||||
Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={200462} hint="ramp" mention /> and <Skill
|
||||
skill={201611}
|
||||
hint="thh"
|
||||
Marvelous Sunday, both power SSR and wit SR versions, give <Skill skill={skills.ramp} mention /> and <Skill
|
||||
skill={skills.thh}
|
||||
mention
|
||||
/> as hints. The SSR has 15% race bonus, while the SR has 10% race bonus and gives +3 hints. The numbers on both are otherwise
|
||||
disappointing, but those elements alone are enough to justify using them.
|
||||
</li>
|
||||
<li>
|
||||
Cards that give generic or distance-specific gold speed skills, especially mid race ones, are very valuable to front
|
||||
runners. Since <Skill skill={200331} hint="professor" mention /> is strong, Kitasan Black is still around despite only 5% race
|
||||
bonus. El Condor Pasa gives <Skill skill={200721} hint="tunes" mention />.
|
||||
runners. Since <Skill skill={skills.professor} mention /> is strong, Kitasan Black is still around despite only 5% race bonus.
|
||||
El Condor Pasa gives <Skill skill={skills.tunes} mention />.
|
||||
</li>
|
||||
<li>
|
||||
For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed <Skill skill={201601} hint="gw" mention /> in her chain,
|
||||
and her gold skill is <Skill skill={200451} hint="gold pp" mention />, which you want for building a
|
||||
For parent runs, Smart Falcon SSR is mandatory. She gives guaranteed <Skill skill={skills.gw} mention /> in her chain, and her
|
||||
gold skill is <Skill skill={skills.centerStage} mention />, which you want for building a
|
||||
<a href="#lane-combo">lane combo</a> legacy. On ace runs, she is acceptable if you own her at MLB, but you'd rather get her skills
|
||||
from inheritance and use the card slot for a strong speed skill.
|
||||
</li>
|
||||
<li>
|
||||
Seiun Sky SSR is another good parent card for parents. Her chain starts with <Skill skill={201262} hint="dd" mention /> and ends
|
||||
with
|
||||
<Skill skill={200541} hint="escape artist" mention /> (albeit agemasen). She also carries a <Skill
|
||||
skill={201611}
|
||||
hint="thh"
|
||||
mention
|
||||
/> hint. Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs.
|
||||
Seiun Sky SSR is another good parent card for parents. Her chain starts with <Skill skill={skills.dd} mention /> and ends with
|
||||
<Skill skill={skills.escapeArtist} mention /> (albeit agemasen). She also carries a <Skill skill={skills.thh} mention /> hint.
|
||||
Unfortunately, between being a stamina card and not being Super Creek, she isn't viable for ace runs.
|
||||
</li>
|
||||
<li>Other parenting cards include Kawakami Princess speed and Hishi Akebono guts, for gold versions of lane combo skills.</li>
|
||||
</ul>
|
||||
<p>
|
||||
A future sight advisory: Maruzensky's speed SSR is coming in early July. At this point, you should probably be saving all your
|
||||
carats for her. She is an extremely strong stat stick and gives <Skill skill={201271} hint="top runner" mention />, the gold
|
||||
version of <Skill skill={201272} hint="leader's pride" mention />.
|
||||
carats for her. She is an extremely strong stat stick and gives <Skill skill={skills.topRunner} mention />, the gold version
|
||||
of <Skill skill={skills.leadersPride} mention />.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="career-skills">Taking Skills</Sec>
|
||||
@@ -890,38 +946,37 @@
|
||||
your chance of getting skills you don't have hints for.
|
||||
</p>
|
||||
<p>
|
||||
<Skill skill={200532} hint="early lead" /> is a snap take skill. The <i>only</i> time to sit on EL is when you happen to get
|
||||
the first +1 hint the turn before inspiration. (Even then, I'd probably still take it, since there's still a race to run.)
|
||||
Early Lead is one of the strongest skills in terms of lengths gained, it applies to all tracks and conditions, and
|
||||
<Skill skill={skills.earlyLead} /> is a snap take skill. The <i>only</i> time to sit on EL is when you happen to get the first
|
||||
+1 hint the turn before inspiration. (Even then, I'd probably still take it, since there's still a race to run.) Early Lead is
|
||||
one of the strongest skills in terms of lengths gained, it applies to all tracks and conditions, and
|
||||
<i>it saves late starts</i>, which are your only source of losses on most races after junior year. Moreover, it has a base
|
||||
cost of only 120 SP; even if you do get Fast Learner after taking it, your opportunity cost was 12 SP. If you prune EL and a
|
||||
hint lands on <Skill skill={200542} hint="fast-paced" mention /> or <Skill skill={201272} hint="leader's pride" mention /> instead,
|
||||
you gave up that potential 12 SP to save 18. It's incredibly good to take early.
|
||||
hint lands on <Skill skill={skills.fastPaced} mention /> or <Skill skill={skills.leadersPride} mention /> instead, you gave up that
|
||||
potential 12 SP to save 18. It's incredibly good to take early.
|
||||
</p>
|
||||
<p>
|
||||
On parent runs, or exactly one of your three CM horses, <Skill skill={201641} hint="lone wolf" /> is another snap take. Base cost
|
||||
of 60 SP for +40 speed, which can secure a lot of races, especially early in career. Be extremely careful not to take it on multiple
|
||||
horses on a team. Save and quit from the career if you need to check. It's technically better to have it on two horses than zero,
|
||||
but it's tremendously better than that to have it on one.
|
||||
On parent runs, or exactly one of your three CM horses, <Skill skill={skills.loneWolf} /> is another snap take. Base cost of 60
|
||||
SP for +40 speed, which can secure a lot of races, especially early in career. Be extremely careful not to take it on multiple horses
|
||||
on a team. Save and quit from the career if you need to check. It's technically better to have it on two horses than zero, but it's
|
||||
tremendously better than that to have it on one.
|
||||
</p>
|
||||
<p>
|
||||
<Skill skill={900201} hint="angling" /> is a strong consideration as a mid-career take. Inheritance events are more likely to activate
|
||||
<Skill skill={skills.anglingInherit} /> is a strong consideration as a mid-career take. Inheritance events are more likely to activate
|
||||
green sparks than white sparks, so the risk of missing out on SP by taking it early is higher. However, Angling is an almost automatic
|
||||
win condition for career (outside of <a href="#3k">3Ks</a> and <a href="#niigata-1600">Niigata 1600</a>). Taking Angling early
|
||||
can save a lot of clocks, and it can rescue runs that don't get what is normally the minimum speed to win races before summer.
|
||||
</p>
|
||||
<p>
|
||||
I've had debate about this one, but I feel that <Skill skill={201522} hint="savvy" /> is a skill you will pretty much always want
|
||||
at least the first level of. Wit is a strong stat for front runners, and Savvy is a guaranteed Groundwork trigger. It's also the
|
||||
second cheapest front-specific skill, after Dodging Danger. On parent runs, it could arguably be worth sitting on it until the +2
|
||||
or +3 hint, because taking the second level gives a slightly boosted chance to generate the spark, and hints save twice as much
|
||||
SP on the double circle.
|
||||
I've had debate about this one, but I feel that <Skill skill={skills.savvy} /> is a skill you will pretty much always want at least
|
||||
the first level of. Wit is a strong stat for front runners, and Savvy is a guaranteed Groundwork trigger. It's also the second cheapest
|
||||
front-specific skill, after Dodging Danger. On parent runs, it could arguably be worth sitting on it until the +2 or +3 hint, because
|
||||
taking the second level gives a slightly boosted chance to generate the spark, and hints save twice as much SP on the double circle.
|
||||
</p>
|
||||
<p>
|
||||
<Skill skill={201242} hint="front straights" /> and <Skill skill={201252} hint="front corners" /> are strong and cheap. If you've
|
||||
taken Early Lead and Angling, they probably won't change the outcomes of any races, but it's still reasonable to take the first
|
||||
level to prune. As a corollary, outside parent runs, you should have a specific distance in mind, so your distance straights/corners
|
||||
should usually be even quicker takes.
|
||||
<Skill skill={skills.straights} /> and <Skill skill={skills.corners} /> are strong and cheap. If you've taken Early Lead and Angling,
|
||||
they probably won't change the outcomes of any races, but it's still reasonable to take the first level to prune. As a corollary,
|
||||
outside parent runs, you should have a specific distance in mind, so your distance straights/corners should usually be even quicker
|
||||
takes.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="niigata-1600">Niigata Junior Stakes</Sec>
|
||||
@@ -969,9 +1024,9 @@
|
||||
tested much without them, because I don't like throwing away my runs.
|
||||
</p>
|
||||
<p>
|
||||
<Skill skill={201282} hint="moxie" /> is the only front-specific recovery skill you can get from MANT rivals. It also is a guaranteed
|
||||
option in Bourbon Wit's first chain event. That makes it pretty often available for the 3Ks. However, if you end up overstam at
|
||||
the end of the run, buying Moxie can be as much as -162 SP, which is certainly not a trivial amount.
|
||||
<Skill skill={skills.moxie} /> is the only front-specific recovery skill you can get from MANT rivals. It also is a guaranteed option
|
||||
in Bourbon Wit's first chain event. That makes it pretty often available for the 3Ks. However, if you end up overstam at the end
|
||||
of the run, buying Moxie can be as much as -162 SP, which is certainly not a trivial amount.
|
||||
</p>
|
||||
<p>
|
||||
An alternative option to buying a recovery is to switch to Late Surger for those races. I've won Kikuka Sho with circa 300
|
||||
@@ -1005,44 +1060,36 @@
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>
|
||||
Valentine's Mihono Bourbon (VBourbon) is the easiest font runner to train because she has <Skill
|
||||
skill={201601}
|
||||
hint="gw"
|
||||
skill={skills.gw}
|
||||
mention
|
||||
/> built in, whereas most others have to get it from either inheritance or cards that aren't terribly strong. She is also the
|
||||
strongest front runner, because <Skill skill={110261} hint="cacao" mention /> is full strength, mid race, extremely forgiving
|
||||
in activation, and even has a heal. And she has <Skill skill={200431} hint="conc" mention /> and <Skill
|
||||
skill={200541}
|
||||
hint="escape artist"
|
||||
mention
|
||||
/> built in, both strong distance-agnostic front runner skills with awkward sources otherwise. And she's a great parent for all
|
||||
the same reasons that her unique is strong (except that the heal becomes irrelevant).
|
||||
strongest front runner, because <Skill skill={skills.cacao} mention /> is full strength, mid race, extremely forgiving in activation,
|
||||
and even has a heal. And she has <Skill skill={skills.conc} mention /> and <Skill skill={skills.escapeArtist} mention /> built
|
||||
in, both strong distance-agnostic front runner skills with awkward sources otherwise. And she's a great parent for all the same
|
||||
reasons that her unique is strong (except that the heal becomes irrelevant).
|
||||
</li>
|
||||
<li>
|
||||
Summer Maruzensky (SMaru or KFC) is just shy of VBourbon in strength with her unique, <Skill
|
||||
skill={110041}
|
||||
hint="kfc"
|
||||
mention
|
||||
/>. It uses a heal to trigger instead of having a heal built in, but that means it sometimes has carryover potential. Using
|
||||
Summer Maruzensky (SMaru or KFC) is just shy of VBourbon in strength with her unique, <Skill skill={skills.kfc} mention />.
|
||||
It uses a heal to trigger instead of having a heal built in, but that means it sometimes has carryover potential. Using
|
||||
VBourbon as a parent for SMaru works as a trigger, too, which is especially good for shorter distances that don't want to
|
||||
spend SP on pure recoveries.
|
||||
</li>
|
||||
<li>
|
||||
Seiun Sky is the source of <Skill skill={900201} hint="angling" mention /> and therefore the best horse for front runner parenting
|
||||
Seiun Sky is the source of <Skill skill={skills.anglingInherit} mention /> and therefore the best horse for front runner parenting
|
||||
in the game, forever. As a runner, she is outshone by the former two and others who will come later, but she is an excellent choice
|
||||
for a <a href="#double-front">second front runner</a> in a team comp.
|
||||
</li>
|
||||
<li>
|
||||
Kitasan Black is the definitive front runner of long distance, both as a parent and as a competitor.
|
||||
<Skill skill={201173} hint="blast" mention /> is the gold version of <Skill skill={201172} hint="long straights" mention />,
|
||||
which is extremely strong to have built in (especially noting that hints on Long Straights take 27 SP off the price of
|
||||
Blast).
|
||||
<Skill skill={skills.blast} mention /> is the gold version of <Skill skill={skills.longStraights} mention />, which is
|
||||
extremely strong to have built in (especially noting that hints on Long Straights take 27 SP off the price of Blast).
|
||||
</li>
|
||||
<li>
|
||||
Silence Suzuka and Mejiro Palmer are currently the only runaways in the game. Both of them have uniques that are
|
||||
inconsistent normally but very consistent as runaways:
|
||||
<Skill skill={100021} hint="view" mention /> and <Skill skill={100641} hint="palmer" mention />. Outside of Team Trials,
|
||||
runaways aren't very useful in the MANT era. (My Suzuka runaway remains my #1 top scorer in TT, though. Runaway and Conc are
|
||||
both busted for points.)
|
||||
<Skill skill={skills.view} mention /> and <Skill skill={skills.palmerUlt} mention />. Outside of Team Trials, runaways
|
||||
aren't very useful in the MANT era. (My Suzuka runaway remains my #1 top scorer in TT, though. Runaway and Conc are both
|
||||
busted for points.)
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
@@ -1053,8 +1100,8 @@
|
||||
<Sec h={3} id="coc">Christmas Oguri Cap</Sec>
|
||||
<p>
|
||||
As is perhaps expected, Christmas Oguri Cap (COC) is very strong as a front runner on specific tracks. The front-specific heal
|
||||
is <Skill skill={201282} hint="moxie" mention />, which activates at the very start of the first uphill. When that first
|
||||
uphill is at the start of late race, as in the case of Tokyo 1600 Dirt, COC is online as a front runner.
|
||||
is <Skill skill={skills.moxie} mention />, which activates at the very start of the first uphill. When that first uphill is at
|
||||
the start of late race, as in the case of Tokyo 1600 Dirt, COC is online as a front runner.
|
||||
</p>
|
||||
<p>
|
||||
I've been told COC is very hard to train as a front runner. Something about aptitudes. I don't have any variety of Oguri, but
|
||||
@@ -1062,8 +1109,7 @@
|
||||
</p>
|
||||
<p>
|
||||
Another rare manifestation of Front COC is as a third place horse in a <a href="#triple-front">triple front</a> build where <Skill
|
||||
skill={900321}
|
||||
hint="u=ma2"
|
||||
skill={skills.uma2Inherit}
|
||||
mention
|
||||
/> is strong. I convinced Werseter, the Umadump guy, to try this for CM12 after he accidentally made an 8★ front Tachyon parent.
|
||||
He reported a 7% win rate for her. (But a much higher win rate overall – after all, he was using triple front.)
|
||||
@@ -1111,37 +1157,36 @@
|
||||
<p>Front runners are more reliant than other styles on getting certain skills from inspiration:</p>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>
|
||||
Building a full <Skill skill={201601} hint="gw" /> legacy is the first step to front runner training. Fronts without it are non-competitive
|
||||
Building a full <Skill skill={skills.gw} /> legacy is the first step to front runner training. Fronts without it are non-competitive
|
||||
even as supports. The cards that give it aren't great for ace builds. There is no gold version of it yet, so getting it from inheritance
|
||||
is truly ideal.
|
||||
</li>
|
||||
<li>
|
||||
<Skill skill={200452} hint="pp" /> similarly doesn't come from good cards (since Sweep Tosho has fallen off). As a piece of
|
||||
<Skill skill={skills.pp} /> similarly doesn't come from good cards (since Sweep Tosho has fallen off). As a piece of
|
||||
<a href="#lane-combo">lane combo</a>, it isn't applicable to every race, but it's very strong when it is. The white skill is
|
||||
better than the gold skill, so it is another ideal inherit.
|
||||
</li>
|
||||
<li>
|
||||
<Skill skill={210052} hint="ignited wit" /> is the stronger lane combo piece. The only sources of it are inheritance and Unity
|
||||
Cup; which is to say, the source of it is inheritance. When searching databases for borrows, looking for Ignited WIT is a shortcut
|
||||
for listing good front runner legacies, since it's only valuable to fronts and somewhat hard to get even when you focus on it.
|
||||
<Skill skill={skills.ignitedWIT} /> is the stronger lane combo piece. The only sources of it are inheritance and Unity Cup; which
|
||||
is to say, the source of it is inheritance. When searching databases for borrows, looking for Ignited WIT is a shortcut for listing
|
||||
good front runner legacies, since it's only valuable to fronts and somewhat hard to get even when you focus on it.
|
||||
</li>
|
||||
<li>
|
||||
Almost all green skills are valuable to inherit at one point or another as GW triggers.
|
||||
<Skill skill={200012} hint="right" /> and <Skill skill={200022} hint="left" /> are particularly good; one of the two is always
|
||||
the best green available for a race.
|
||||
<Skill skill={200152} hint="firm" /> is a bit less strong, and slightly superseded by the existence of Narita Top Road, but it
|
||||
applies to the majority of CM races. Season greens are great, but a bit narrow; distance greens are good. Weather greens are acceptable,
|
||||
<Skill skill={skills.right} /> and <Skill skill={skills.left} /> are particularly good; one of the two is always the best green
|
||||
available for a race.
|
||||
<Skill skill={skills.firm} /> is a bit less strong, and slightly superseded by the existence of Narita Top Road, but it applies
|
||||
to the majority of CM races. Season greens are great, but a bit narrow; distance greens are good. Weather greens are acceptable,
|
||||
but while guts is better on front runners than other styles, it isn't good.
|
||||
<Skill skill={200282} hint="comp spirit" /> is good if you like to do <a href="#triple-front">triple front</a> builds,
|
||||
because it activates when there are four of the runner's style in CM.
|
||||
<Skill skill={201522} hint="savvy" /> is slightly less valuable as an inherit, since it can come from rivals.
|
||||
<Skill skill={skills.compSpirit} /> is good if you like to do <a href="#triple-front">triple front</a> builds, because it
|
||||
activates when there are four of the runner's style in CM.
|
||||
<Skill skill={skills.savvy} /> is slightly less valuable as an inherit, since it can come from rivals.
|
||||
</li>
|
||||
<li>
|
||||
All generic speed skills that aren't strictly late race are good inherits.
|
||||
<Skill skill={202032} hint="risky" /> is the best one by ratio of strength to difficulty to acquire.
|
||||
<Skill skill={201611} hint="thh" />, <Skill skill={201661} hint="pto" />, <Skill skill={200462} hint="ramp" />, and <Skill
|
||||
skill={200332}
|
||||
hint="corner adept"
|
||||
<Skill skill={skills.risky} /> is the best one by ratio of strength to difficulty to acquire.
|
||||
<Skill skill={skills.thh} />, <Skill skill={skills.pto} />, <Skill skill={skills.ramp} />, and <Skill
|
||||
skill={skills.cornerAdept}
|
||||
/> are also strong, but available as hints or chain skills from some usable-to-good cards.
|
||||
</li>
|
||||
<li>Obviously, getting front-runner-specific skills from inheritance makes them cheaper and more consistent to get.</li>
|
||||
@@ -1300,7 +1345,7 @@
|
||||
|
||||
<Sec h={3} id="cm13">CM13 – Taurus Cup (Tokyo Derby)</Sec>
|
||||
<p>
|
||||
Maruzensky's unique, <Skill skill={900041} hint="redshift" mention />, is live for approximately everyone. Filling the ranks
|
||||
Maruzensky's unique, <Skill skill={skills.redshiftInherit} mention />, is live for approximately everyone. Filling the ranks
|
||||
with front runners should be a strong means to delay it for later positions, especially COC.
|
||||
</p>
|
||||
<p>
|
||||
@@ -1425,8 +1470,8 @@
|
||||
</p>
|
||||
<p>As a sprint, this is also where spot struggle shines. Time for Unity Cup guts builds.</p>
|
||||
<p>
|
||||
I forgot that <Skill skill={200551} hint="unrestrained" mention /> requires being in first place, so I thought it would be reasonable
|
||||
to base my team around gambling on it. That turned out not to be a great decision.
|
||||
I forgot that <Skill skill={skills.unrestrained} mention /> requires being in first place, so I thought it would be reasonable to
|
||||
base my team around gambling on it. That turned out not to be a great decision.
|
||||
</p>
|
||||
<ol class="mb-4 list-decimal pl-4">
|
||||
<li>
|
||||
@@ -1447,13 +1492,12 @@
|
||||
</li>
|
||||
</ol>
|
||||
<p>
|
||||
The plan worked exactly as I hoped, but what the plan lacked was <Skill skill={900141} hint="vpp" mention />. While I was
|
||||
The plan worked exactly as I hoped, but what the plan lacked was <Skill skill={skills.pastaInherit} mention />. While I was
|
||||
suppressing it on other teams' front runners with my outstanding mid race, they were also gambling on <Skill
|
||||
skill={200651}
|
||||
hint="gale"
|
||||
skill={skills.turboSprint}
|
||||
mention
|
||||
/> and <Skill skill={200371} hint="turbo sprint" mention />, and I didn't have enough accel to beat them. I found a mention in
|
||||
my chat history that, as of round 2 day 1, I had a 78% top two rate with a 32% win rate. Lessons learned. Still managed to get
|
||||
2nd in the finals, and also my first ever group A round 2 sweep.
|
||||
/> and <Skill skill={skills.rushingGale} mention />, and I didn't have enough accel to beat them. I found a mention in my chat
|
||||
history that, as of round 2 day 1, I had a 78% top two rate with a 32% win rate. Lessons learned. Still managed to get 2nd in
|
||||
the finals, and also my first ever group A round 2 sweep.
|
||||
</p>
|
||||
</Article>
|
||||
|
||||
Reference in New Issue
Block a user