Recommended lineups & decks
The strongest skill card and P-item sets for each P-idol, with the reasoning behind each pairing.
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.
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.
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.
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.
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
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.
Boosts Vocal lessons — take these when your P-idol needs Vocal for the exam.
Boosts Dance lessons — take these when Dance is the missing stat.
Boosts Visual lessons — take these when Visual is the missing stat.
General support (not locked to one stat) — use it to fill leftover slots.
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 R | 150 (240 when leveled up) |
| SR | 225 / 300 |
| SSR | 300 / 420 |
| support SR | 135 |
| support SSR | 180 (free giveaway 159) |
| card power | |
|---|---|
| pIdol | 3 (15 when leveled up) |
| support | 96 / 126 |
| produce R | 30–60 |
| produce SR | 75–141 |
| produce SSR | 150 / 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.























