Uma Musume: Pretty Derby - Trackblazer (MANT) Guide

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 image

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

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Every year, your Uma must earn enough Grade Points by Late December or the run ends. The requirements differ between Turf and Dirt runners:

DeadlineTurfDirt
End of Junior Year60 pts30 pts
End of Classic Year300 pts200 pts
End of Senior Year300 pts300 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

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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

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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

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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.

EpithetRequirementRewards
LadyWin Oka Sho, Japanese Oaks, Shuka Sho2 Random Stats +10
HeroineAcquire Lady + win Queen Elizabeth II Cup (Classic)2 Random Stats +10
GoddessAcquire Lady + win Victoria Mile, Hanshin Juvenile Fillies, both QE2 Cups2 Random Stats +15
Mile a MinuteWin all unique Mile Turf G1 RacesMile Straightaways Hint +1
StunningWin Satsuki Sho, Japanese Derby, Kikuka Sho2 Random Stats +10
IncredibleAcquire Stunning + win Japan Cup (Classic) or Arima Kinen (Classic)2 Random Stats +15
PhenomenalAcquire Stunning + win 2 of: Tenno Sho Spring, Takarazuka Kinen, Japan Cup, Tenno Sho Autumn, Osaka Hai, Arima Kinen2 Random Stats +15
Breakneck MilerWin NHK Mile Cup, Yasuda Kinen, Mile Championship2 Random Stats +15
Sprint Go-GetterWin Takamatsunomiya Kinen and Sprinters Stakes2 Random Stats +15
Sprint SpeedsterWin Takamatsunomiya Kinen, Sprinters Stakes, Yasuda Kinen, Mile Championship2 Random Stats +15
Spring ChampionWin Osaka Hai, Tenno Sho Spring, Takarazuka Kinen2 Random Stats +10
Fall ChampionWin Tenno Sho Autumn, Japan Cup (Senior), Arima Kinen (Senior)2 Random Stats +10
Shield BearerWin Tenno Sho Spring and Tenno Sho Autumn2 Random Stats +10
LegendaryAcquire Lady or Stunning + both Spring & Fall ChampionHomestretch Haste Hint +1
Dirty WorkWin 5 Dirt Races2 Random Stats +5
Playing DirtyWin 10 Dirt Races2 Random Stats +10
Eat My DustWin 15 Dirt Races2 Random Stats +10
Dirt G1 AchieverWin 3 Dirt G1 Races2 Random Stats +10
Dirt G1 StarWin 4 Dirt G1 Races2 Random Stats +10
Dirt G1 PowerhouseWin 5 Dirt G1 Races2 Random Stats +15
Dirt G1 DominatorWin 9 Dirt G1 RacesTop Pick Hint +1
Dirt SprinterWin both JBC Sprints2 Random Stats +10
Kicking Up DustWin Unicorn Stakes, Leopard Stakes, Japan Dirt Derby2 Random Stats +5

Trackblazer (MANT) Coin Shop Priorities

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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

ItemEffectCost
scroll iconStat Scroll+15 to a specific stat30 coins
manual iconStat Manual+7 to a specific stat15 coins
cupcake iconLarge Cupcake+2 Mood55 coins
small cupcake iconSmall Cupcake+1 Mood30 coins
large vita drink iconLarge Vita Drink+65 Energy75 coins
med vita drink iconMedium Vita Drink+40 Energy55 coins
small vita drink iconSmall Vita Drink+20 Energy35 coins
gold megaphoneMegaphone (Large)+60% Training Bonus for 2 turns70 coins
gold race hammer iconRace Hammer (Gold)+35% Race Bonus for 1 turn40 coins
small hammer iconRace Hammer (Small)+20% Race Bonus for 1 turn25 coins
whistle iconWhistleShuffles Support Cards20 coins
ankle weights iconAnkle Weights+50% specific Training Bonus for 1 turn50 coins
good luck charm iconGood-Luck CharmCannot fail trainings for 1 turn40 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!