Front Runner Black Magic

Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and their careers tend to be easy, but some of the things you need (and don't need) to make a really good front runner are surprising.

This document is advanced material. The target audience intends to win Champions Meet Group A Finals and either wants to use front runners to do it or wants to understand what front runners they need to beat. This is meant for players who are already strong at training: players who can take a target stat line and skill set and turn it into a horse. This is about what those stat lines and skill sets should be, along with why.

About Me

About three weeks after Global launched, my friend told me to get a job, so I sent him a screenshot of me clicking the install button on Umamusume. Since then, I have been a mostly-F2P player, with the single exception of the First Anniversary SSR pick ticket. (I haven't even spent the accompanying paid carats.)

I'm committed to running exclusively triple fronts for every Champions' Meet, starting since CM8 Sagittarius Cup (Arima Kinen). When I'm not training for CM, I'm usually making front runner parents, and was at one time the owner of the Seiun Sky with the most white sparks on global. I have a lot of experience training, running, and watching front runners.

That said, most of the information here is ultimately my interpretations of KuromiAK's Race Mechanics doc. Many of those interpretations are also informed by the exceptionally knowledgeable folks on the GameTora Discord server.

I want to share the knowledge I've accrued about front runners, because teaching is my favorite thing. Definitely not just to rationalize running triple fronts for every CM even though it's not actually very good and most of my favorite horses are late surgers.

Race Mechanics

Very quick gloss of race fundamentals. Races are divided into four phases: early race, mid race, late race, and last spurt phase. They are also divided into twenty-four equal length sections. Early race is sections 1 to 4, mid race is sections 5 to 16, late race is sections 17 to 20, and last spurt phase is sections 21 to 24. Spot Struggle can start between 150m and the end of section 5, and is forced to end at the start of section 9. Position Keep ends after section 10.

The numeric value of acceleration depends on the Power stat, dueling, surface aptitude, uphills, race phase, running style. At the start of early race, horses accelerate from 3 m/s to the early race base target speed, which varies by race distance and running style. At the start of late race, if they have enough HP remaining for their last spurt, horses accelerate from the mid race base target speed to their spurt speed, which varies by speed stat, distance aptitude, race distance, running style, and guts stat, in decreasing order of effect. "Last spurt" and "last spurt phase" are different and unrelated things; the latter is only used in the condition for Homestretch Haste.

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 some inherited uniques, +0.35 m/s for gold skills and most speed uniques, and +0.45 m/s for a handful of speed uniques. Accel skills similarly add a flat amount of acceleration, either +0.1 or +0.2 m/s² for white skills and inherited uniques, or +0.3 or +0.4 m/s² for gold skills and uniques.

Generally speaking, competitive races are won by the horse who gets the most acceleration at the start of late race. The consistency of front runner accel skills is what makes it a viable running style.

Runaway

The skill Runaway converts front runners into the Great Escape running style. However, no player has ever uttered the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler name.

Runaways are still front runners for most purposes, the main difference just being different base target speeds per phase. Other mechanics that are specific to front runners also apply to runaways.

Spot Struggle

For each of runaways and non-runaways, there is at most one spot struggle per race. Runaways will not spot struggle with non-runaways, nor vice-versa. When a spot struggle triggers, all front runnners of that type within range participate; I've had a horse join while in 6th.

Spot struggle provides a target speed bonus that scales with the guts stat. If it isn't cut short, which will approximately never happen, its duration scales with the guts stat. Unlike skills, its duration does not scale with race distance.

Position Keep

Position Keep is the process by which pace chasers don't pass front runners in the mid race.

During Position Keep, the frontmost front runner of each type uses speed up mode to try to stay at least 4.5m (a length is 2.5m) ahead of second place, and other front runners use overtake mode to try to become the frontmost. Both of these modes take wit checks to enter and apply a target speed bonus for their duration; overtake mode is slightly better than speed up mode.

Lesser running styles instead have pace up mode and pace down mode. Whether horses enter these is based on their distance from the frontmost horse. Pace up also requires a wit check, but PDM doesn't – if a non-front horse gets too close to the frontmost runner in the first 41.67% of the race, they are guaranteed to switch into PDM, which converts distance into HP.

Watch a MANT late surger with 1000+ power and wit in a solo practice match. When you see her advance forward early but then moonwalk for two seconds to the back of the pack, that's PDM.

Converting distance into HP is quite a lot worse than just having enough HP. The fact that front runners don't have to worry about PDM is one of their major strengths. In particular, it means that early race speed skills always gain distance for front runners, which is not the case for the inferior styles.

Skill Timing

Thought experiment.

Picture two cars driving on a straight freeway, both at exactly 59 mph because I am American, adjacent lanes, keeping exactly side by side.

The one on the right then drives 1 mph faster for three seconds, creating a slight gap between them before returning to the previous speed. They now maintain this new gap.

There is a 65 mph speed limit sign. As each of the cars pass it, they accelerate at identical rates from 59 to 69 mph over a duration of exactly 10.2 seconds.

Since the car on the right is slightly ahead from the speed skill it used, it reaches the speed limit sign first, so it starts accelerating first.

Until the left car reaches the sign, the right car is building a speed advantage. Having a higher speed during the accel period, it continually increases the gap it had, until both of them have reached the new target speed.

Now the left car drives 1 mph faster for three seconds. It closes the gap between them by the same distance that the right car's speed skill had done prior to the speed limit change.

However, since the right car also added a distance advantage over the accel period, it remains slightly ahead of the left car.

This thought experiment shows that speed skills are actually more valuable before late race than during it. Thus, front runners not having to worry about PDM is even more of an advantage.

Duels Stats Speed Power Guts Actually Matters (Sometimes) Wit Skills Win Conditions

On all medium races, almost every mile, many sprints, and some longs, Angling and Scheming is the second strongest single skill currently in the game. Any time late race starts on (or, in the case of Nakayama 2500, very shortly before) a corner, Angling is how front runners win. This means that Seiun Sky is the most important horse to front runner trainers. Everything about training a front runner is for the sake of improving the odds of being the horse to trigger Angling – because only the horse in first gets it.

Long races get a different primary win condition: Victory Cheer! from Kitasan Black. VC is more forgiving than Angling, activating for both first and second place, but it's also weaker.

The sprints where Angling is dead can try to work with Victoria por plancha ☆ (Pasta) and Give Mummy a Hug ♡ (Mummy Creek) instead. These skills are also on the weaker side, so front running becomes more of a matter of gambling with skills like Turbo Sprint, Rushing Gale, and Unrestrained. The closest anyone has to not-gambling on such sprints is Nishino Flower's unique, though, and front runners are especially strong in sprints for other reasons.

If Angling is the second strongest skill, then the strongest is No Stopping Me! Unfortunately, in most races, it is generally not a front runner skill. Because only one horse gets Angling, they will pull away from whoever is in second, not giving a chance to activate NSM. For NSM to win on a front, the horse who got Angling has to not be Seiun Sky (since Sei's own Angling is equal to NSM in strength), and there has to be no gap in the front pack so that it can trigger. As I write this, I am 80 races into CM12 using a Silence Suzuka who has NSM, and it has been involved in exactly one win where she leapfrogged off (my) Sei to pass (my) VBourbon (who placed second). It was cool, but she would have been better off in the event if she hadn't had Yukino Wit in her deck.

The above paragraph notwithstanding, NSM and even its white version, Nimble Navigator, are a decent choice for multi-front builds on VC races. Since the top two horses both get VC, and the accel from it is weaker, having an extra push for your second front is strong. VC maps also don't suffer from the final corner spread that makes NN/NSM hard to trigger on sprints and miles.

Gate Skills Lane Combo Speed Skills – Front Runner Exclusives Speed Skills – Generic Spurt Skills Other Horses' Skills CM Teams Solo Front Double Front Triple Front Front Runners Christmas Oguri Cap Taiki Shuttle & Curren Chan Future Important Fronts Future Runaways Career

Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked. This chapter details the minutia of career races, especially in MANT.

Taking Skills

Contrary to advice I sometimes see, you can, in fact, take skills during career without Fast Learner. When you take skills mid-run without Fast Learner, and you happen to get it later, you effectively lose 10% of the SP you spent to that point. However, you also prune hints: taking the first level of a skill removes it from the pools for support card hint bubbles, MANT rivals, UC bursts, and everything else except events that grant specific hints. Each front-specific skill you own improves your chance of getting skills you don't have hints for.

Early Lead is a snap take skill. The only time to sit on Early Lead is when you happen to get the first +1 hint the turn before inspiration. (Even then, I'd probably still take it.) Early Lead is one of the strongest skills in terms of lengths gained, it applies to all tracks and conditions, and it saves late starts, 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 Early Lead and a hint lands on Fast-Paced or Leader's Pride instead, you gave up that potential 12 SP to save 18. It's incredibly good to take early.

On parent runs, or exactly one of your three CM horses, 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.

Angling and Scheming 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 a few certain tracks). 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.

Front Runner 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 might 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.

Front Runner Straightaways and 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 also be quick takes.

If you get a +3 hint, Focus can act as a backup to Early Lead to prevent late starts that can kill your horse. Without a +3 hint, it's expensive for the magnitude of its effect. It's also not a great skill for an ace on its own, so it's pretty skippable in general if you aren't expecting Conc.

Niigata Junior Stakes

Niigata Junior Stakes is the first non-sprint graded race in career, which means it's very likely to be one you run. It's also an oddly anti-front race. Late race starts a good bit past the final corner, which means front runners don't have any skills that can secure a win. (Unless you're inheriting Pasta? But VPP isn't really a good take mid-career.)

An interesting consequence of the shape of Niigata 1600 is that duels can start before late race. If you're doing a guts build, having that happen will give quite a good chunk of accel and speed for the entire spurt, which is usually enough to get the win. Duels are also pretty likely, because career races have more runners—as long as you're not a solo front.

If you do commit to the race and find yourself as the only front runner, switch to pace. You cannot win this race as a solo front.

As a corollary, you also cannot win this race with B mile. A miraculous start can get to 350 speed for this race; a B mile runner with 350 speed is equivalent to an A mile runner with only 207 speed in career. See the spurt calculator. (This race is why I made it.)

JBC Sprint

An even more anti-front track is Ooi 1200 Dirt. This one is actively malicious. Visually, it looks like late race starts on a corner, but the portion before the stretch is a special neither corner nor straight property. That means Angling won't activate, and Pasta is delayed (though still within the accel period).

Fortunately, JBC Sprint is after summer, which means you should be able to stat diff your opponents. If you are planning to win this race, e.g. for the +30 stat epithet for doing it twice, you may want to prioritize a bit of extra speed training, or take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival.

Kikuka Sho & Tenno Sho (Spring)

The main concern with 3K races is always stamina. Front runners are punished on long distances because they convert stamina to HP less efficiently than other styles.

A stat line like x/450/x/500/600 should be enough for a guts/wit build to win Kikuka Sho against most rivals, possibly at the expense of a clock or two. TSS seems to need something more like x/700/x/700/700 if you don't have any recoveries; I haven't tested much without them, because I don't like throwing away my runs.

Since approximately every front runner career will either be Valentine's Bourbon, whose unique skill has a recovery component, or have Bourbon Wit, who gives the option for a guaranteed Moxie hint on her first chain event, you'll almost always have a recovery available to take. Kitasan Black is the exception, since she has TTL built in. Regardless, if you end up overstam at the end of the run, buying Moxie can be -162 SP, which is certainly not a trivial amount.

An alternative option to buying a recovery is to switch to Late Surger for those races. I've won Kikuka Sho with circa 300 stamina this way. Personally, I've decided I prefer buying Moxie in MANT so that rivals have a chance to give a useful skill, but it's probably the wrong choice.

All that said, the stamina requirement is instantly much higher if the rival is Super Creek, Mejiro McQueen, or Rice Shower. As rivals, those three will have very strong HP-oriented builds: on TSS, 650 stamina and at least one gold recovery. You will burn clocks rolling for them to fail wit checks unless you also have a gold.

One last consideration for front runners on 3K races: Angling is a dead skill. If you're borderline on stamina, you'll have a hard time if you're on Long C.

Kitasan Black

Kitasan Black doesn't get the easy careers that other front runners do. For one thing, if you're training Kitasan, you probably don't have Sei as a parent since their uniques don't mesh (except on Nakayama 2500). Kitasan's own unique is also very weak outside of long races and unable to even activate on some miles, notably Niigata 1600. And for early races, notably Niigata 1600, you likely won't even have the opportunity to get Front Straights/Corners, especially since you don't need Bourbon Wit.

Kitasan benefits a lot from running as a Pace Chaser early on, just for the higher effective speed. Rivals are best defeated with your intended style, but in career, winning is more important than front running.

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