ALL IN ONE TEAM TRIAL GUIDE
Credit To Our Amazing Team


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Journey

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Rat


What is Team Trials?

In short, it is one of the PvP gamemodes in Uma Musume, but unlike Champions Meeting, Team Trials (or TT for short) is a permanent PvP gamemode with a leaderboard that resets weekly. In this mode, you will need a team of 15 of your horse girls (from class 3 onwards) spread into five distances of Sprint, Mile, Medium, Long, and Dirt (which is just Mile on dirt tracks) to fight another player’s team of 15 horse girls. They will be scored based on their performance (the scoring system will be elaborated on later).
One important thing to note about Team Trials is the Class System. You will get rewarded with carats and friend points each time for promoting to a higher class for the first time, and, depending on whether you promote, retain, or demote from your class, you will also get a varying amount of rewards. The best reward outright every week would be a consistent Class 6 retention, which will net you 375 carats and 7500 friend points each week.
It is important to note that there is no set score to promote or retain in any particular class. At the time of writing this document (early February), the approximate score required to be promoted to Class 6 from Class 5 will be around 510-520k, while retention in Class 6 requires a score around 590-600k. These numbers may fluctuate slightly each week, but have a general trend to increase each week, sometimes significantly if there are changes to the meta, such as a new scenario or a new card. Thus, if you want to maximise the rewards you get out of TT, this guide will hopefully help you achieve that goal.

Scoring System
Your horse girls will be rated based on how they perform during a Team Trials race.
But what does that mean exactly?
In the image above, the actual points that this Silence Suzuka earned from placing 1st is 10,000 points (Base Points). As she was set as the ace (the topmost girl), she got a further 10% bonus to her score worth 1,000 points, the so-called Ace Bonus.

Bonus Calculator
Aside from that, you also get a bonus based on your opponent’s rating. This bonus depends on two things: how much raw rating your opponent has (the higher the better) and how big the difference in rating between you and your opponent is (the greater the difference, the better). This can become quite significant as you rise in rating, as can be seen in the picture, with a bonus worth 13,189 points. For reference, the player was at a rating of 242k, and the opponent was at a rating of 252k. If your rating is lower and the difference between you and your opponent is smaller, this bonus may also be significantly smaller.
Another bonus that is often overlooked is the bonus you get from leveling your support cards. This bonus usually starts off being insignificant but can become pretty big as you level more and more cards. In the picture above, the player had a support bonus of 19.33% reflected by the 1,933 bonus points.
Last is the win streak bonus that your girls get if your teams are on a win streak. In the picture above, Taiki was on the 4th team, and the previous 3 teams won as well. Each win increases
That concludes the points you get that depend on the results of the race. However, you actually also receive points for things that happen during the race itself. Most notably, activating a lot of skills can get you a lot of points. It is possibly the single most important way to get a high amount of points. Each common (or white) skill that activates is worth 500 base points, while rare (or gold) skills reward 1,200 base points each. This means that, effectively, one gold skill equals 2.4 white skills. If you have a gold skill costing 300 skill points (or sp) and three white skills worth 100 sp each, it would be better to purchase the three white skills rather than the single gold skill, as it would be 1,500 points vs. 1,200 points (assuming all white skills trigger consistently). There is an oddly common misconception that certain white skills, such as debuffs, do not give as many or any points at all. This is untrue, and, particularly if the skills do activate consistently, such as the subdued/flustered/hesitant debuffs, they are worth purchasing.

Aside from the common and rare skills, the unique skill of your horse girl rewards a good amount of points if it successfully activates within the race. The points you receive will depend on your unique skill level, ranging from 1,500 points at level 1 on a 1-2 star trainee to a maximum of 2,600 points at level 6 on a 3* or higher trainee. This means it is very important to meet the fan goals in late Feb/early Apr/late Dec to upgrade your unique skill level. This is particularly an issue with some trainees who have few mandatory races early in their career, such as Sakura Bakushin O, Haru Urara, and Taiki Shuttle. It should be noted that inherited unique skills (e.g. Angling and Scheming on Silence Suzuka) are treated as common skills in scoring. As they are quite expensive and many of them do not consistently trigger, it is very rarely worth it to buy an inherited unique skill, even if it could help you win.
Other than what's been talked about, there are a few other mechanics that can reward you with points. One of these is the so-called Good Positioning. During the mid-race and late-race respectively, the game will check which horse girl is using a particular style first among the horse girls using that style. If she is, she will be rewarded for her “Good Positioning” in that part of the race. E.g. If there are three front runners in the race and your front runner, Suzuka, is 1st during the mid-race but falls behind to 2nd behind another front runner in the late-race, she will only be rewarded Good Positioning for the mid-race. You are rewarded 1,000 base points per Good Positioning, but when score modifiers come into play, they can add up to become very significant.

As you can see in this image, with all the bonuses applied, you can get over 5,500 points from just Good Positioning bonuses on one trainee. On 15 trainees, it would be over 82.5k(!)
Another way to get more points is to “beat the Target Time”. The so-called “Target Time” is a predetermined time that acts as a sort of benchmark for the horse girls, and you get rewarded for finishing faster than the benchmark. Finishing up to two whole seconds faster than the “Target Time” will earn you 100 points for every 0.1 seconds faster for a max of 2,000 points.
The last significant way to earn points is the so-called “Strong Start”. It is quite infamous by now that horse girls can have a late start out of the gate, and this is often met with a poor performance in the race itself. In Team Trials, there are still late starts, but there are also “Strong Starts” where your trainee exits the gate particularly well. Each “Strong Start” rewards you with 1,000 points, and you can maximise the chance for a “Strong Start” by purchasing the skill Concentration, which can be obtained through cards or potential levels. Concentration essentially makes it impossible for your trainee to have a late start, thereby increasing the odds that your trainee gets off to a good start and gets the “Strong Start” points. This isn’t factoring in that Concentration itself rewards you with points like any other rare skill.
While exceptionally rare, it is possible for you to get a significant amount of points from the so-called “Long Shot” bonus. Unlike the green skill Long Shot, which requires you to be 4th favourite or worse to activate, “Long Shot” in TT requires you to be 8th favourite or worse AND place within the top 3 in the race itself. If successful, it rewards you with 4,000 base points plus any score modifiers. As half of the horses in any one TT race are NPCs, it is quite rare for your trainee to be the 8th favourite or worse, so consider this a rare sighting.
Finally, the only way you can actually accrue negative points in a Team Trials race is through your trainees getting rushed. Getting rushed at all nets you a flat -500 points and, depending on how long your trainees rushed for, they lose 100 points every second they remain in their rushed state. High wit stat reduces the chance for rushed, so it is important to have high wit.
