Team Trials — Skill Picker
Select your style and distance to see which PvP skills to prioritize. Generic skills are always shown. Only take the first level of skills with multiple levels (e.g. ○ only, not ◎) — quantity over quality.
Style
Distance
Race Conditions — Medium
Distance
2000m
2200m
2300m
2400m
Standard: 75.3% / Non-standard: 24.7%
Track Type
Right-handed
Left-handed
Top: Niigata, Tokyo, Kyoto
Season
Spring
Summer
Fall
Winter
Weather
Sunny
Cloudy
Raining
Snowing
Track Condition
Good
Bad
Badder
Baddest
Best — always activate
Generic Green Skills
Refer to the Race Conditions panel above for your target distance.Corner Recovery ○ / Swinging Maestro
Straightaway Recovery / Breath of Fresh Air
Triple 7s
In 2400m+, triggers in Final Leg — less actual value in those distances.Corner Adept ○ / Professor of Curvature
Homestretch Haste / In Body and Mind
Straightaway Adept / Beeline Burst
Corner Acceleration ○ / Corner Connoisseur
Straightaway Acceleration / Rushing Gale!
Prudent Positioning / Center Stage
Sometimes considered detrimental to performance, but activates consistently.Go with the Flow / Lane Legerdemain
Focus / Concentration
Generic Red Skills
Basically all activate consistently. Prioritize quantity — take as many as possible.Trick (Front)
Requires an opponent to be Rushed (~15% chance per uma). Better for Front Runners / Pace Chasers.Pace ChaserPace Chaser Savvy ○
Pace ChaserHydrate / Gourmand
Pace ChaserPreferred Position / Race Planner
Pace ChaserPace Chaser Corner ○
Pace ChaserPace Chaser Straightaway ○
Pace ChaserPrepared to Pass / Speed Star
Pace ChaserShrewd Step / Technician
Pace ChaserDisorient / Dazzling Disorientation
MediumMedium Straightaway ○
MediumMedium Corner ○
MediumHawkeye / Clairvoyance
MediumSoft Step / Miraculous Step
MediumUp-Tempo / Killer Tunes
Good — activate most of the time
Shake it Out
Requires 3 other skills used in the Final Leg.Slipstream
Can trigger twice in the same race.Tail Held High
Requires 3 other skills activated in the appropriate leg.Groundwork
Requires 3 other skills activated in the appropriate leg.Playtime's Over!
Highlander
Pace ChaserStamina to Spare / Calm and Collected
Has a phase_random + accumulatetime condition — more likely to fail in shorter distances.Pace ChaserStraight Descent / Determined Descent
Avoid — rarely activate or detrimental
Calm in a Crowd / Unruffled
Lay Low / Iron Will
Pace Strategy / Indomitable
Uma Stan
Nimble Navigator / No Stopping Me!
Trick (Back)
Requires an opponent to be Rushed (~15% chance per uma). Better for Late Surgers / End Closers.Pace ChaserTactical Tweak / Shatterproof
MediumMurmur / Mystifying Murmur
Requires being blocked.MediumSteadfast / Unyielding
Being overtaken in the Final Leg is a bad sign for most characters.MediumThunderbolt Step / Lightning Step
MediumRosy Outlook / Trackblazer
MediumTether / Dominator