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Derby Owners Club · Rev C · Breeding Meta

The Perfect
Stable

Ten pairings, reverse-engineered from the game's own decoded math, built to beat every variable Derby Owners Club throws at you — each leg type, each distance, both surfaces. Not the highest stat line. The right horse for every race on the card.

Roster swept: 366 horses
33,264 pairings evaluated
Model: byte-exact foal engine
Surfaces: 26 turf / 10 dirt
First, how the game actually runs

A six-phase machine

A race is a fixed sequence of phases. As a horse crosses each one, that phase's external stat becomes the dominant input to its speed. This is byte-verified — it's why the "perfect" horse depends entirely on which phases its style commits to.

01
Start
Jump out of the gate, early acceleration
02
Corner
The first turn — holding line and position
03
Out‑of‑Box
Breaking clear of the early bunch
04
Competing
Sustained mid-race cruising and jockeying
05
Tenacious
The late-middle grind — holding on / fighting
06
Spurt
The closing kick to the wire
GATEWIRE
Stamina ST · 0–45
Global endurance. The bank that funds long distances and the late grind.
Speed SP · 0–45
The top-speed ceiling every phase scales toward. Universal.
Sharp SH · 0–45
Acceleration and whip response — how fast it reaches phase speed. The kick.
The lever nobody optimizes

Leg type ↔ its phases

Running style isn't power — the external total is flat (~220) across every style. It only decides which phases your horse spends energy in. So a closer with high Start is wasting points. Match the aptitudes to the style and the horse punches above its stat line.

Front-runner

Start ▲Corner ▲Tenacious ▲
Leads from the gate and refuses to come back. Wants early phases plus the tenacity to hold the lead to the wire.

Start-dash

Start ▲Corner ▲Out-of-Box ▲
Sits just off the pace in the first flight, then pounces. Early position with a real spurt in reserve.

Stretch-runner

Competing ▲Tenacious ▲Spurt ▲
Travels midpack, ranges up through the field. Lives in the mid-to-late phases and finishes hard.

Last-spurt

Spurt ▲▲Competing ▲Out-of-Box ▲
Sits dead last, then unloads. Needs a devastating final kick and the traffic-craft to use it. Start is irrelevant.

Almighty

All phases ▲
Every phase within 3 points of the others. No weakness to exploit — runs any trip, adapts to any pace. The flagship shape.
The ten to seek

The perfect stable

Each slot is the single best pairing on the whole roster for one job — its leg type, its distance band, its surface. Gold bars mark the phases that style actually wants; that's the match to look for.

Which surface wins the game

Turf runs the show — dirt is a specialist

Turf

26 courses · ~17 G1
72% of the calendar · ~90% of the majors

Where nearly all the prestige lives. Turf lines also max higher — a true 45/45/45 is reachable on grass. Your flagship belongs here.

Dirt

10 courses · 2 G1
Super Dirt GP · Japan Cup Dirt

A required niche, not the main event. Dirt lines cap around ~121 internals — strong, but they can't reach the turf ceiling, and you can't win the dirt majors without one.

Verdict: Turf is the better primary on every axis — bigger calendar, almost all the G1s, and a higher stat ceiling. But a complete stable carries one dirt specialist for those two majors and the ten dirt courses. And because a soft/muddy turf shifts toward dirt behavior, don't breed your all-weather runners' dirt to zero — keep the insurance (that's slot 10).
How the flagship gets to perfect

The 45/45/45 lock

Breed toward the pattern, not the stat

No horse in the game is 45 in all three internals, so raw averaging always drags one stat down — it walls out at ~45/43/45. The only thing that tops off the last points is the pair-match (pedigree) bonus: when sire and dam share high/low aptitudes, the foal gets up to +3 ST / +2 SP / +3 SH.

City Commandant is the key — its extreme alternating aptitudes [15,1,15,1,15,1] are a pedigree magnet. Commit to it as the stud and the line converges to that pattern, the bonus climbs to the full c=6, and it caps a perfect horse.

GenST / SP / SHMatch
137 / 40 / 40c=0
238 / 42 / 40c=0
339 / 43 / 40c=3
442 / 45 / 43c=6
544 / 45 / 44c=6
645 / 45 / 45LOCK

Byte-verified

The foal engine, the six-phase model, the pedigree bonus, and every stat in the roster are decoded from the ROM and corroborated against real cards.

Modeled, not measured

The exact dirt-aptitude curve (how much a point is worth on dirt) and the per-race going table aren't fully cracked yet — so "255 vs 208 dirt" is a confident direction, not a measured delta.

Track condition

Muddy-turf-runs-like-dirt is real from play but lives in an undecoded schedule table. Treat dirt aptitude on turf horses as weather insurance.

DERBY OWNERS CLUB — WORLD EDITION (REV C)Figures = expected foal · internals cap 45 · dirt 0–255