
Master Nishino Flower in Umamusume: Pretty Derby with the best Trackblazer build, support cards, skills, and hidden event tips.

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Nishino Flower is one of the newest additions to Umamusume: Pretty Derby, and she lands in a strong spot right away. Her unique skill, When the Buds Bloom (「つぼみ、ほころぶ時」), is a late-race acceleration skill that competes directly with top-tier options like Let's Pump Some Iron and Moving Past, and Beyond for Sprint and Mile. She has a 15% growth bonus in both Speed and Power, natural aptitude of A in both Sprint and Mile on Turf, and her default running style fits the Pace Chaser role almost perfectly. She's widely considered a meta parent for Sprint and Mile Umamusume builds.
The skill has two parts you need to satisfy before it fires.
First, the prerequisite: Nishino Flower must have been challenged (blocked on a side) on a corner during the mid-race phase. If that blocking never happened, the skill will not activate at all.
Second, the activation condition: once the prerequisite is met, the skill can fire when she is positioned in 3rd place or further back, up to the 40% position of the field (roughly 3rd to 4th in a 9-gate race, 3rd to 5th in a 12-gate race), and she must be in the middle of the final corner onwards in the late-race.
This is exactly why Pace Chaser is her best style. Pace Chasers naturally hover around that 3rd-to-40% positional window, so the conditions line up far more reliably than they would for a Front Runner or End Closer.
For Team Trials performance, the stat targets you should aim for are:
| Stat | Target |
|---|---|
| Speed | 1200 |
| Stamina | 500 |
| Power | 1000 |
| Guts | 500 |
| Wit | 1000 |
The priority order is straightforward: max Speed and Power first, reach a comfortable Stamina floor, then invest heavily in Wit to ensure skills fire consistently. Wit is especially important for Nishino Flower because her unique skill has strict timing conditions, and low Wit makes those windows harder to hit.
If you are only completing a career run rather than competing in Team Trials, you can aim lower across the board.

Target stat spread for Trials
The Trackblazer (MANT) scenario is the recommended scenario for training Nishino Flower, since it allows higher overall stat totals than previous scenarios. Race Bonus is a priority in this scenario, so you want at least 50% Race Bonus in your deck, with 65% MLB being the ideal target.
Run 2 Speed cards and 3 Wit cards, with 1 Race Bonus filler. This combination covers Nishino Flower's Speed and Power needs through Rainbow and Friendship Training, while the Wit cards ensure she can activate skills reliably.
Recommended cards:
Run 1 Speed, 3 Guts, and 2 Wit cards. This deck trains Speed, Power, and Guts simultaneously and recovers energy through Wit training, but it relies more heavily on proper use of Trackblazer items to reach its potential.
Recommended cards:
For a Sprint Pace Chaser build, the skill priorities break down like this:
Core skills:
Situational picks for Team Trials:
| Potential Level | Unlocked Skill | Priority |
|---|---|---|
| 2 | Sprinting Gear | Useful |
| 3 | Beeline Burst | Useful (recommended stop point) |
| 4 | Late Surger Corners | Situational, generally skip |
| 5 | Determined Descent | Situational, only if downhills are well-placed |
Potential Level 3 is the practical stopping point for most builds. Beeline Burst at Level 3 gives you a flexible straight-speed skill that works across Sprint and Mile. Level 5 is worth considering only if you plan to run races where downhill sections align with the late-race phase.
The spark priorities you should focus on are:
The Medium sparks are specifically for Trackblazer runs where you want access to more Epithets like the Triple Tiara. Outside of Trackblazer, Medium sparks are only worth it if you plan to run the Japanese Oaks or want to trigger the Queen Elizabeth II Cup and Takarazuka Kinen hidden events.
These events only trigger outside of the Trackblazer scenario. The rewards listed below are base values and scale with your Race Bonus.
Win all of the following races in Nishino Flower's career:
| Race | Timing |
|---|---|
| Hanshin Juvenile Fillies | Junior Year |
| Oka Sho | Classic Year |
| Milers Cup (Yomiuri) | Senior Year |
| Yasuda Kinen | Classic or Senior Year |
| Mile Championship | Both Classic Year AND Senior Year |
Rewards: Speed +15, Power +15, Wit +15, Updrafters +2, Shifting Gears +2
Note that the Mile Championship is not a goal race, so you need to manually add it to your schedule for both Classic and Senior Year. Missing either run means the event will not trigger.
Win the Oka Sho (Classic Year) and you will receive: All Stats +3, Skill Points +45, Pace Chaser Corners hint, Chairman Bond +4.
Both of these races are Medium distance, and Nishino Flower's default Medium aptitude is E. You will need 10 Medium sparks to raise it to A before attempting these races competitively. The Queen Elizabeth II Cup event triggers only once, so winning it in Classic Year means it will not repeat in Senior Year.
| Goal | Race | Distance | Timing |
|---|---|---|---|
| Run in debut | Junior Make Debut | Junior Year | |
| Top 5 | Hanshin Juvenile Fillies | Mile (1600m) | Junior Year Early Dec |
| Top 5 | Oka Sho | Mile (1600m) | Classic Year Early Apr |
| Run in | Japanese Oaks | Medium (2400m) | Classic Year Late May |
| Top 3 | Sprinters Stakes | Sprint (1200m) | Classic Year Late Sep |
| Top 3 | Takamatsunomiya Kinen | Sprint (1200m) | Senior Year Late Mar |
| Top 3 | Milers Cup | Mile (1600m) | Senior Year Late Apr |
| 1st place | Yasuda Kinen | Mile (1600m) | Senior Year Early Jun |
| 1st place | Sprinters Stakes | Sprint (1200m) | Senior Year Late Sep |
The Japanese Oaks only requires participation, not a win, so you do not need to invest heavily in Medium aptitude just for that goal. The real reason to raise Medium is if you want the hidden events or the Trackblazer Sprint-Medium schedule.
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