Greetings, Trainers! Welcome to LootBar's Trackblazer (MANT) guide for Umamusume: Pretty Derby. This guide provides a full overview of the Trackblazer scenario, also known as Make a New Track (MANT), covering its core mechanics, deck-building frameworks, race scheduling, Epithets, Coin Shop priorities, and the Twinkle Star Climax with everything you need to hit the ground running and build stronger Umas in MANT.
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What is Trackblazer (MANT)?
Trackblazer, also known as Make a New Track (MANT), is the third permanent scenario in Umamusume: Pretty Derby. It plays very differently from URA Finale and Unity Cup. Instead of following a fixed race schedule with character-specific goals, MANT gives you full freedom to choose any race you want. Your only objective each year is to earn enough Grade Points before the Late December last turn.
A few important things to know before starting Trackblazer:
- No Career Goals or Secret Events - character-specific story events and unlocks (like Silence Suzuka's Runaway style) are disabled in this scenario
- Races are your primary source of growth - you'll be racing 30 to 40 times per career, far more than in previous scenarios
- The Shop is everything - race winnings fund a Pro Shop where you buy items to boost training and race performance
- It ends with the Twinkle Star Climax - a 3-race finale that uses a Victory Points system instead of an elimination bracket
Trackblazer (MANT) Core Mechanics
Grade Points & Yearly Objectives
Every year, your Uma must earn enough Grade Points by Late December or the run ends. The requirements differ between Turf and Dirt runners:
| Deadline | Turf | Dirt | |
| End of Junior Year | 60 pts | 30 pts | |
| End of Classic Year | 300 pts | 200 pts | |
| End of Senior Year | 300 pts | 300 pts | |
Points are earned by winning races. Higher grade races reward more points. G1s give 100. G2s give 80. G3s give 60. OPs give 40. Placement matters too; finishing 2nd only gives 60% of the points. Anything 6th or lower gives just 10%. Grade Points do not carry over between years.
Shop Coins & The Gameplay Loop
Every race awards Shop Coins based on placement. 1st place gives 100 coins. 2nd/3rd gives 60. 4th/5th gives 30. These coins fund the Shop. The Shop refreshes every 6 turns. Trackblazer core loop is simple: race to earn coins → spend coins on items → use items to boost training and future races.
Race Fatigue
Running 3 or more consecutive races greatly increases the chance of negative events like Mood downs, Energy drops, Skin Outbreak, and stat penalties. Try to keep chains to 2 races max unless you're ending the year on the 3rd race.
Trackblazer (MANT) Deck Building
Race Bonus Priority
The single most important thing when building your deck for MANT is Race Bonus. Since you're racing far more than in previous scenarios, Race Bonus directly multiplies the stats you gain from each race. Aim for a minimum of 50% total Race Bonus across your six support cards. At least four cards with 10% Race Bonus and two with 5% will hit this threshold.
Speed + Wit
The most common framework. Run 2 Speed and 2 Wit cards, then fill the remaining two slots with Power cards that carry useful skills (El Condor Pasa, Yaeno Muteki, and Smart Falcon are solid picks). Wit cards help with energy management between races, which is critical in Trackblazer (MANT). Top picks are Fine Motion (SSR) and Nice Nature (SSR) for Wit, and Matikane Fukukitaru (SSR) for Speed due to her strong initial stat bonuses.
Guts + Wit
A strong F2P-friendly alternative. Run 3 Guts and 2 Wit cards, with the sixth slot being a fourth Guts or a Speed card, depending on your needs. Guts is uniquely valuable in MANT because it's the only facility that trains three stats at once, including Speed. Focus your shop spending on Guts Ankle Weights with this deck. Top picks include Haru Urara (SSR), Ines Fujin (SSR), and Admire Vega (SR).
Trackblazer (MANT) Race Schedules & Epithets
Why Mile & Medium Matter
Before planning your race schedule, your Uma's aptitudes will determine everything. The majority of graded races in MANT are Mile and Medium distance. There are 10 unique G1 Mile races and 14 unique G1 Medium races compared to just 3 G1 Longs and 3 G1 Sprints. Being locked out of either Mile or Medium is severely detrimental. Aim for at least a B Aptitude in both.
Trackblazer Epithets
Epithets are titles that your Uma earns by completing specific sets of races. Think of them as milestone rewards. Once you meet the conditions, you're granted bonus stats and occasionally skill hints. They are one of MANT's main sources of extra stat gains outside of training, so planning your race schedule around unlocking them is strongly recommended. Below is all of Trackblazer's list of Epithets.
| Epithet | Requirement | Rewards | ||
| Lady | Win Oka Sho, Japanese Oaks, Shuka Sho | 2 Random Stats +10 | ||
| Heroine | Acquire Lady + win Queen Elizabeth II Cup (Classic) | 2 Random Stats +10 | ||
| Goddess | Acquire Lady + win Victoria Mile, Hanshin Juvenile Fillies, both QE2 Cups | 2 Random Stats +15 | ||
| Mile a Minute | Win all unique Mile Turf G1 Races | Mile Straightaways Hint +1 | ||
| Stunning | Win Satsuki Sho, Japanese Derby, Kikuka Sho | 2 Random Stats +10 | ||
| Incredible | Acquire Stunning + win Japan Cup (Classic) or Arima Kinen (Classic) | 2 Random Stats +15 | ||
| Phenomenal | Acquire Stunning + win 2 of: Tenno Sho Spring, Takarazuka Kinen, Japan Cup, Tenno Sho Autumn, Osaka Hai, Arima Kinen | 2 Random Stats +15 | ||
| Breakneck Miler | Win NHK Mile Cup, Yasuda Kinen, Mile Championship | 2 Random Stats +15 | ||
| Sprint Go-Getter | Win Takamatsunomiya Kinen and Sprinters Stakes | 2 Random Stats +15 | ||
| Sprint Speedster | Win Takamatsunomiya Kinen, Sprinters Stakes, Yasuda Kinen, Mile Championship | 2 Random Stats +15 | ||
| Spring Champion | Win Osaka Hai, Tenno Sho Spring, Takarazuka Kinen | 2 Random Stats +10 | ||
| Fall Champion | Win Tenno Sho Autumn, Japan Cup (Senior), Arima Kinen (Senior) | 2 Random Stats +10 | ||
| Shield Bearer | Win Tenno Sho Spring and Tenno Sho Autumn | 2 Random Stats +10 | ||
| Legendary | Acquire Lady or Stunning + both Spring & Fall Champion | Homestretch Haste Hint +1 | ||
| Dirty Work | Win 5 Dirt Races | 2 Random Stats +5 | ||
| Playing Dirty | Win 10 Dirt Races | 2 Random Stats +10 | ||
| Eat My Dust | Win 15 Dirt Races | 2 Random Stats +10 | ||
| Dirt G1 Achiever | Win 3 Dirt G1 Races | 2 Random Stats +10 | ||
| Dirt G1 Star | Win 4 Dirt G1 Races | 2 Random Stats +10 | ||
| Dirt G1 Powerhouse | Win 5 Dirt G1 Races | 2 Random Stats +15 | ||
| Dirt G1 Dominator | Win 9 Dirt G1 Races | Top Pick Hint +1 | ||
| Dirt Sprinter | Win both JBC Sprints | 2 Random Stats +10 | ||
| Kicking Up Dust | Win Unicorn Stakes, Leopard Stakes, Japan Dirt Derby | 2 Random Stats +5 | ||
Trackblazer (MANT) Coin Shop Priorities
The Shop is unlocked after your Debut Race and refreshes every 6 turns. Races can also add bonus items to the shop that last 3 turns. Spending your coins wisely is what separates good and bad MANT runs. Below's what to prioritize:
Must-Buy Items
| Item | Effect | Cost | |
| +15 to a specific stat | 30 coins | ||
| +7 to a specific stat | 15 coins | ||
| +2 Mood | 55 coins | ||
| +1 Mood | 30 coins | ||
| +65 Energy | 75 coins | ||
| +40 Energy | 55 coins | ||
| +20 Energy | 35 coins | ||
| +60% Training Bonus for 2 turns | 70 coins | ||
| +35% Race Bonus for 1 turn | 40 coins | ||
| +20% Race Bonus for 1 turn | 25 coins | ||
| Shuffles Support Cards | 20 coins | ||
| +50% specific Training Bonus for 1 turn | 50 coins | ||
| Cannot fail trainings for 1 turn | 40 coins | ||
TIPS
- Always keep at least 100 coins before a Shop refresh, as the new rotation may have discounted must-buys
- Stock up on Megaphones and Vita Drinks before entering Summer Camp. This is your most valuable training window
- Save 3 Gold Hammers for the Twinkle Star Climax races
- Save around 150 coins for the final Shop rotation. The Twinkle Star Climax races award no coins
Trackblazer (MANT) Dos and Don'ts
Do:
- Prioritize Race Bonus when building your deck - 50% minimum
- Plan your race schedule around Epithets from the start
- Stock up on items before Summer Camp
- Stay flexible - skip races when training turns are exceptional
Don't:
- Chain 3 or more races consecutively unless ending the year
- Let Grade Points carry over - they reset every year anyway
- Neglect Yayoi Akikawa's bond if you want Unique Skill level-ups
- Ignore Mile and Medium aptitude when choosing your Uma
Conclusion
Trackblazer is a significant departure from what Umamusume trainers are used to. The freedom it gives you is exciting. It can also be overwhelming at first. The key is to always build a deck with a strong Race Bonus support card. Plan your races around Epithets. Spend your coins wisely, and never let a great training turn go to waste. Once the loop clicks, Trackblazer becomes one of the most rewarding scenarios in the game. For trainers planning to pull for high Race Bonus support cards, try Umamusume Top-up page on LootBar now!














