Recommended lineups & decks

The strongest skill card and P-item sets for each P-idol, with the reasoning behind each pairing.

What this page does for you

No more guessing at combos: each recommended set spells out the core P-idol, core cards and P-items to prioritize, so you optimize your Produce run fast.

Deck-Building Rules by Plan

Each plan only feeds on one pair of effects. Picking cards or P-items outside that pair is a wasted slot in your deck.

Sense
Good Condition Concentration

Burst scoring: keep 好調 Good Condition up to multiply your score %, then stack 集中 Concentration so every card played adds more. Prioritise cards that extend Good Condition first, big scoring cards second.

Skill cards →

Logic
Good Impression Motivation

Snowball: 好印象 Good Impression scores passively every turn, while やる気 Motivation feeds genki so you stop bleeding stamina. The earlier you build both, the more turns they pay out.

Skill cards →

Anomaly
Full Power Strength Enthusiasm

The newest plan, running on its own state axis (Full Power / Strength / Enthusiasm). The mechanics are still recent, so stick to the signature effect printed on the P-idol page rather than importing Sense or Logic combos.

Skill cards →

FREE cards work in any plan — that is the only place you may build off-axis.

Each P-idol’s Signature Set

Every P-idol ships with skill cards and P-items hard-linked to it — that is the mandatory core of the loadout, everything else just amplifies it. The list below is pulled straight from the signature linkage in the game data, sorted by machine-computed signature power (contest power).

Sense

Logic

Anomaly

P-idols → · Tier List →

Building the Support Card Lineup (編成)

Support cards are attached BEFORE the produce run, and each card boosts exactly ONE lesson type. Look at the stat your P-idol is short on (Vocal / Dance / Visual) and fill it with support of that same type; Assist cards are the general-purpose slot — filler, not the main axis.

Support Cards (193) → · Contest simulator →

Quick guide
A loadout isn't just equipping whatever's strongest. A complete Gakumas loadout stacks 3 layers: the skill cards gathered inside a produce run, the passive P-items slotted before that run, and the support cards attached before produce even starts. All 3 layers need to serve the same plan (Sense, Logic, or Anomaly) and the same signature effect of the P-idol you're raising. This guide walks through each layer, explains why a thin deck beats a thick one, why hitting Lv25 on a support card is the milestone to chase, and why a contest loadout scores completely differently from a produce-climbing one.

A Gakumas Loadout Has 3 Layers

Layer 1 is your SKILL CARD deck — not picked in advance, but gathered gradually inside a produce run through lessons and events, mixing default/produce/pIdol/support-sourced cards. Layer 2 is the P-ITEM, a PASSIVE piece of gear that triggers on a condition (start of turn, playing a certain card type...) and carries an activation limit. Layer 3 is the SUPPORT CARD, which must already be attached BEFORE you enter produce, matching the training direction you picked.

  • These 3 layers aren't independent — they all need to push toward the same signature effect (recommendedEffect) of the P-idol you're raising.
  • The P-idol's signature P-item is usually the centerpiece, with skill cards and support cards built to amplify that same effect rather than each layer pulling a different way.
  • Misaligning the layers — say, a P-item that pushes Concentration while the support card leans hard into Motivation — is the most common reason a loadout looks strong on paper but scores nothing.

Rule One: Everything Has to Match the Plan

SENSE is built around 好調 Good Condition (a % score boost while it's active) and 集中 Concentration (score that stacks with each card played) — leaning toward burst scoring in a few turns. LOGIC is built around 好印象 Good Impression (passive score every turn) and やる気 Motivation (raises genki/元気) — leaning toward steady, snowballing gains across many turns. ANOMALY is a newer plan with its own separate axis; it's recent enough that you should only treat it at a general level rather than trusting detailed combos for it.

  • Skill cards, P-items, and support cards each lock to one specific plan (except FREE cards, which work in any plan) — slotting the wrong plan means a dead slot, one that doesn't synergize with anything else in the loadout.
  • Before picking up any card or P-item during produce, always ask whether it pushes the exact axis your P-idol needs — Good Condition/Concentration for Sense, or Good Impression/Motivation for Logic.
  • The strongest loadout is the one with the fewest off-plan pieces, not the one with the rarest pieces.

Rule Two: A Thin Deck Beats a Thick One

The more cards you stuff into your deck, the lower your odds of drawing the exact card you need on the exact turn you need it — a strong ACTIVE card sitting inert among 20 useless ones is as good as not owning it. Worse, TROUBLE cards (bad cards forced into your deck by certain events/effects) surface more often as the deck grows thicker, because the good cards get diluted across a bigger pool.

  • Prioritize keeping ACTIVE cards that actually fit your plan, and skip extra cards whenever produce offers a choice — thinner and focused almost always beats thick and mixed.
  • ACTIVE cards cost stamina to play, while MENTAL cards recover stamina or grant buffs — balance the two to the game's rhythm: enough MENTAL to survive to the midterm exam without burning too many recovery turns, enough ACTIVE to close out the final exam with points.
  • Managing stamina across the whole produce run matters as much as card count — running out mid-run forces a rest, costing a turn you'd otherwise spend picking up cards or training.

Support Cards: Lv25 Is the Milestone That Matters

Support cards split across 3 stats — Vocal / Dance / Visual — with rarities SSR / SR / R. You get them from gacha (shared banner with P-idols), by trading contest coins, or from free giveaways. The milestone that matters most isn't rarity, it's LEVEL: leveling one card to Lv25 unlocks its ABILITY — below Lv25, that card is contributing little more than raw stats.

  • Pouring level-up resources into one card to hit Lv25 beats spreading them thin across several half-leveled cards — one card with its ability unlocked usually outperforms several half-finished ones combined.
  • Attach support cards that match your chosen training direction — leaning Vocal, Dance, or Visual — rather than defaulting to whichever card is rarest; an SR already at Lv25 in the right direction usually beats an unleveled, off-direction SSR.
  • Contest coins are a reliable way to target the exact card you need instead of leaving it entirely to gacha luck.

Contest Loadouts Score Differently

CONTEST is an asynchronous PvP mode — you fight with a MEMORY (a saved record of an idol that finished produce), while the opponent is an AI simulation of another player's team, not someone playing live. Because of that, contest loadouts get scored by a fixed formula, not by a gut feeling of "higher stats means stronger":

Contest power = 3×(Vocal + Dance + Visual) + 24×Stamina + P-item power + card power + 36×number of customs.

The coefficients say it plainly: 1 point of Stamina is worth 24 power, while 1 point of stat (Vocal/Dance/Visual) is only worth 3. Undervaluing Stamina when building a contest memory is the most common mistake — a memory loaded with stats but short on Stamina is usually much weaker than a balanced one.

P-item power
pIdol R150 (240 when leveled up)
SR225 / 300
SSR300 / 420
support SR135
support SSR180 (free giveaway 159)
card power
pIdol3 (15 when leveled up)
support96 / 126
produce R30–60
produce SR75–141
produce SSR150 / 204

Loadouts don't carry over cleanly either: inside the H.I.F編 chapter, shared Legend cards (the type usable across multiple chapters) simply can't be used, so the power balance between the 3 plans flips compared to the base chapter — a loadout that dominated the regular chapter can drop noticeably once ported straight into H.I.F編 without recalculating.

Frequently asked questions

How many cards should I gather in one produce run?
Gakumas doesn't set a fixed number — the card count grows with how many pick opportunities you take during produce, but the general rule is quality over quantity: only keep cards that fit your plan and pass on extra pickups once your deck already works, since a thicker deck makes it harder to draw the exact card you need and more likely to pick up a TROUBLE card.
Which support card should I level up first?
Prioritize the card that matches your current training direction (Vocal/Dance/Visual) and pour resources straight into it until it hits Lv25 to unlock its ability, rather than spreading upgrades across several cards at once. One card with its ability unlocked is almost always stronger than several half-leveled ones combined.
Is Stamina worth investing in?
Very much so — in the contest power formula, 1 point of Stamina is worth 24 power, while 1 point of Vocal/Dance/Visual is only worth 3. Building a memory that stacks the 3 stats while ignoring Stamina is the most common scoring mistake.
How is an H.I.F編 loadout different from a regular chapter?
The key difference is that H.I.F編 can't use the shared Legend cards usable across multiple chapters, which flips the power balance between the 3 plans compared to the base chapter. Porting a loadout that dominated the regular chapter straight into H.I.F編 without recalculating usually drops it noticeably in rank; some idols also aren't unlocked for produce in this chapter yet, so they're excluded from its rankings.

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