Produce stages Gakumas

All 171 stages. Filter by plan, Vocal/Dance/Visual weighting and turn count for each Produce or Contest stage.

What is a Produce stage?

Each Produce stage has its own plan, its own weighting of the three Vocal/Dance/Visual stats and a different turn count — all of which decide the deck you should bring. This page lists 171 stages so you can plan your score.

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171
Season · Stage Stage name Plan Vo/Da/Vi weighting Turns Stage effect
1-1 Season 1 Stage 1 Free Vo 40% Da 27% Vi 33% 12 (5·3·4)
Start of turn → If Turns elapsed = 7 → Score +15; Genki +15 (max 1 time(s) per stage)
1-2 Season 1 Stage 2 Sense Vo 40% Da 27% Vi 33% 8 (4·2·2)
Start of turn → Good Condition (turns) +3; Score gain buff 0.5 (4 turn(s)) (max 1 time(s) per stage)
1-3 Season 1 Stage 3 Logic Vo 40% Da 27% Vi 33% 8 (4·2·2)
After Good Impression increases → If Good Impression (turns) ≥ 10 → Good Impression (turns) +4; Score +Good Impression (turns) × 0.5
2-1 Season 2 Stage 1 Free Vo 33% Da 40% Vi 27% 12 (4·5·3)
Start of turn → If Turns elapsed = 7 → Score +15; Genki +15 (max 1 time(s) per stage)
2-2 Season 2 Stage 2 Sense Vo 33% Da 40% Vi 27% 12 (4·5·3)
After a card is used → If card has the Perfect Condition (turns) effect and Good Condition (turns) ≥ 4 → Extra card uses +1
2-3 Season 2 Stage 3 Logic Vo 33% Da 40% Vi 27% 10 (3·4·3)
When a card is used → If Cards used divided by 2 leaves remainder 1 → Score +Genki × 0.5
3-1 Season 3 Stage 1 Sense Vo 27% Da 33% Vi 40% 10 (3·3·4)
Start of turn → If Turns elapsed = 7 → Concentration ×2 (max 1 time(s) per stage)
3-2 Season 3 Stage 2 Logic Vo 27% Da 33% Vi 40% 8 (2·2·4)
When a card is used (cards: Active card) → Score +Good Impression (turns) × 1.7 (max 3 time(s) per stage)
3-3 Season 3 Stage 3 Logic Vo 27% Da 33% Vi 40% 8 (2·2·4)
Start of turn → Motivation +4 (max 2 time(s) per stage)
4-1 Season 4 Stage 1 Sense Vo 15% Da 45% Vi 40% 10 (2·5·3)
When a card is used → If card has the Half cost (turns) effect → Concentration +3; Good Condition (turns) +3; Stamina (direct) −3 (max 3 time(s) per stage)
4-2 Season 4 Stage 2 Sense Vo 15% Da 45% Vi 40% 10 (2·5·3)
After a card is used → If card has the Perfect Condition (turns) effect and Good Condition (turns) ≥ 4 → Extra card uses +1
4-3 Season 4 Stage 3 Logic Vo 15% Da 45% Vi 40% 8 (2·4·2)
When a card is used (cards: Active card) → Motivation +3 (max 4 time(s) per stage)
5-1 Season 5 Stage 1 Sense Vo 35% Da 30% Vi 35% 10 (4·3·3)
When a card is used → If card has the Half cost (turns) effect → Concentration +3; Good Condition (turns) +3; Stamina (direct) −3 (max 3 time(s) per stage)
5-2 Season 5 Stage 2 Sense Vo 35% Da 30% Vi 35% 12 (5·3·4)
Start of turn → Concentration +5; Double cost (turns) +1 (max 2 time(s) per stage)
5-3 Season 5 Stage 3 Logic Vo 35% Da 30% Vi 35% 12 (5·3·4)
Start of turn → Good Impression (turns) +4; Genki gain nullified (turns) +1 (max 6 time(s) per stage)
6-1 Season 6 Stage 1 Free Vo 10% Da 45% Vi 45% 8 (1·4·3)
Start of turn → If Half cost (turns) ≥ 1 → Score gain buff 0.15
6-2 Season 6 Stage 2 Sense Vo 10% Da 45% Vi 45% 10 (2·5·3)
Start of turn → If Good Condition (turns) ≥ 6 → Good Condition (turns) +6; Concentration +6 (max 1 time(s) per stage)
6-3 Season 6 Stage 3 Logic Vo 10% Da 45% Vi 45% 12 (2·6·4)
Start of turn → Motivation +4; Good Impression (turns) +4 (max 1 time(s) per stage)
7-1 Season 7 Stage 1 Free Vo 15% Da 50% Vi 35% 12 (2·6·4)
Start of turn → If Turns remaining ≤ 4 → Extra card uses +1; Cost increase +1 (max 4 time(s) per stage)
7-2 Season 7 Stage 2 Sense Vo 15% Da 50% Vi 35% 12 (2·6·4)
Start of turn → If Turns elapsed = 10 → Score gain buff 0.5 (2 turn(s)); Good Condition (turns) +2 (max 1 time(s) per stage)
7-3 Season 7 Stage 3 Logic Vo 15% Da 50% Vi 35% 12 (2·6·4)
Start of turn → Motivation +4; Good Impression (turns) +4 (max 1 time(s) per stage)
8-1 Season 8 Stage 1 Free Vo 15% Da 40% Vi 45% 8 (2·2·4)
When a card is used → If Cards used this turn divided by 2 leaves remainder 1 → Score gain buff 0.3 (5 turn(s)) (max 3 time(s) per stage)
8-2 Season 8 Stage 2 Sense Vo 15% Da 40% Vi 45% 12 (2·4·6)
Start of turn → Concentration +2 (max 4 time(s) per stage)
8-3 Season 8 Stage 3 Logic Vo 15% Da 40% Vi 45% 8 (2·2·4)
Start of turn → Motivation +6; Double cost (turns) +1 (max 2 time(s) per stage)
9-1 Season 9 Stage 1 Free Vo 44% Da 33% Vi 33% 12 (5·3·4)
When a card is used → If card has the Half cost (turns) effect → Score gain buff 0.3 (6 turn(s)) (max 3 time(s) per stage)
9-2 Season 9 Stage 2 Logic Vo 44% Da 33% Vi 33% 12 (5·3·4)
Start of turn → Good Impression (turns) +6; Genki +5 (max 1 time(s) per stage)
9-3 Season 9 Stage 3 Logic Vo 44% Da 33% Vi 33% 8 (3·3·2)
End of turn → If Good Impression (turns) ≥ 8 → Motivation +5 (max 3 time(s) per stage)
10-1 Season 10 Stage 1 Free Vo 50% Da 40% Vi 10% 10 (5·3·2)
Every turn → If Turns elapsed divided by 3 leaves remainder 2 and Stamina ≥ Max stamina × 0.5 → Score gain buff 0.7 (4 turn(s)) (max 3 time(s) per stage)
10-2 Season 10 Stage 2 Sense Vo 50% Da 40% Vi 10% 12 (6·4·2)
When a card is used (cards: Mental card) → Perfect Condition (turns) +2; Stamina (direct) +3; Double cost (turns) +1
10-3 Season 10 Stage 3 Logic Vo 50% Da 40% Vi 10% 8 (4·3·1)
End of turn → If Good Impression (turns) ≥ 8 → Motivation +5 (max 3 time(s) per stage)
11-1 Season 11 Stage 1 Free Vo 15% Da 35% Vi 50% 10 (2·3·5)
Start of turn → If Turns elapsed = 1 → Score gain buff 0.7 (8 turn(s)); Poor Condition (turns) +8 (max 1 time(s) per stage)
11-2 Season 11 Stage 2 Sense Vo 15% Da 35% Vi 50% 10 (2·3·5)
Start of turn → Good Condition (turns) +9 (max 1 time(s) per stage)
11-3 Season 11 Stage 3 Logic Vo 15% Da 35% Vi 50% 12 (2·4·6)
Start of turn → Motivation +4; Good Impression (turns) +4 (max 1 time(s) per stage)
1-A R1 #Animate Hype Squad Sense Vo 15% Da 35% Vi 50% 10 (2·3·5)
Start of turn → Good Condition (turns) +9 (max 1 time(s) per stage)
1-B R1 #Animate Hype Squad Sense Vo 35% Da 30% Vi 35% 12 (5·3·4)
Start of turn → Concentration +5; Double cost (turns) +1 (max 2 time(s) per stage)
1-C R1 #Animate Hype Squad Sense Vo 10% Da 45% Vi 45% 10 (2·5·3)
Start of turn → If Good Condition (turns) ≥ 6 → Good Condition (turns) +6; Concentration +6 (max 1 time(s) per stage)
1-D R1 #Animate Hype Squad Logic Vo 35% Da 30% Vi 35% 12 (5·3·4)
Start of turn → Good Impression (turns) +4; Genki gain nullified (turns) +1 (max 6 time(s) per stage)
1-E R1 #Animate Hype Squad Logic Vo 10% Da 45% Vi 45% 12 (2·6·4)
Start of turn → Motivation +4; Good Impression (turns) +4 (max 1 time(s) per stage)
1-A R2 #Animate Hype Squad Sense Vo 15% Da 35% Vi 50% 10 (2·3·5)
Start of turn → Good Condition (turns) +9 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 4 and Concentration ≥ 5 → Perfect Condition (turns) +6 (max 1 time(s) per stage)
1-B R2 #Animate Hype Squad Sense Vo 35% Da 30% Vi 35% 12 (5·3·4)
Start of turn → Concentration +5; Double cost (turns) +1 (max 2 time(s) per stage)
Start of turn → If Turns elapsed = 3 and Good Condition (turns) ≥ 2 → Stamina (direct) +6 (max 1 time(s) per stage)
1-C R2 #Animate Hype Squad Sense Vo 10% Da 45% Vi 45% 10 (2·5·3)
Start of turn → If Good Condition (turns) ≥ 6 → Good Condition (turns) +6; Concentration +6 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 5 and Concentration ≥ 11 → Extra card uses +2 (max 1 time(s) per stage)
1-D R2 #Animate Hype Squad Logic Vo 35% Da 30% Vi 35% 12 (5·3·4)
Start of turn → Good Impression (turns) +4; Genki gain nullified (turns) +1 (max 6 time(s) per stage)
Start of turn → If Turns elapsed = 1 and Good Impression (turns) ≥ 7 → Turns remaining +1 (max 1 time(s) per stage)
1-E R2 #Animate Hype Squad Logic Vo 10% Da 45% Vi 45% 12 (2·6·4)
Start of turn → Motivation +4; Good Impression (turns) +4 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 5 and Motivation ≥ 9 → Motivation multiplier = 2; Genki +7 (max 1 time(s) per stage)
1-A R3 #Animate Hype Squad Sense Vo 15% Da 35% Vi 50% 10 (2·3·5)
Start of turn → Good Condition (turns) +9 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 4 and Concentration ≥ 5 → Perfect Condition (turns) +6 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 9 → Score +7; Score +7 (max 1 time(s) per stage)
1-B R3 #Animate Hype Squad Sense Vo 35% Da 30% Vi 35% 12 (5·3·4)
Start of turn → Concentration +5; Double cost (turns) +1 (max 2 time(s) per stage)
Start of turn → If Turns elapsed = 3 and Good Condition (turns) ≥ 2 → Stamina (direct) +6 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 7 and Half cost (turns) ≥ 1 → Concentration ×1.7 (max 1 time(s) per stage)
1-C R3 #Animate Hype Squad Sense Vo 10% Da 45% Vi 45% 10 (2·5·3)
Start of turn → If Good Condition (turns) ≥ 6 → Good Condition (turns) +6; Concentration +6 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 5 and Concentration ≥ 11 → Extra card uses +2 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 9 and Concentration ≥ 14 → Score +5 + 2 × Cards used (max 1 time(s) per stage)
1-D R3 #Animate Hype Squad Logic Vo 35% Da 30% Vi 35% 12 (5·3·4)
Start of turn → Good Impression (turns) +4; Genki gain nullified (turns) +1 (max 6 time(s) per stage)
Start of turn → If Turns elapsed = 1 and Good Impression (turns) ≥ 7 → Turns remaining +1 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 9 and Good Impression (turns) ≥ 34 → Score gain buff 0.9 (4 turn(s)) (max 1 time(s) per stage)
1-E R3 #Animate Hype Squad Logic Vo 10% Da 45% Vi 45% 12 (2·6·4)
Start of turn → Motivation +4; Good Impression (turns) +4 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 5 and Motivation ≥ 9 → Motivation multiplier = 2; Genki +7 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 9 and Stamina ≥ Max stamina × 0.5 → Score +Genki × 1.5 (max 1 time(s) per stage)
12-1 Season 12 Stage 1 Free Vo 30% Da 20% Vi 50% 6 (2·1·3)
When a card is used → If Cards used this turn divided by 2 leaves remainder 1 → Score +2; Score +2
12-2 Season 12 Stage 2 Free Vo 30% Da 20% Vi 50% 8 (2·2·4)
Start of turn → Score gain buff 0.8 (3 turn(s)) (max 1 time(s) per stage)
12-3 Season 12 Stage 3 Sense Vo 30% Da 20% Vi 50% 10 (3·2·5)
Start of turn → Good Condition (turns) +9 (max 1 time(s) per stage)
13-1 Season 13 Stage 1 Free Vo 39% Da 39% Vi 33% 6 (3·2·1)
When a card is used → If Cards used this turn divided by 2 leaves remainder 1 → Score +2; Score +2
13-2 Season 13 Stage 2 Sense Vo 39% Da 39% Vi 33% 12 (5·4·3)
Start of turn → If Turns elapsed = 9 → Good Condition (turns) +10; Perfect Condition (turns) +3 (max 1 time(s) per stage)
13-3 Season 13 Stage 3 Logic Vo 39% Da 39% Vi 33% 12 (5·4·3)
After a card is used → If card has the Motivation effect → Genki +1; Good Impression (turns) +3 (max 3 time(s) per stage)
14-1 Season 14 Stage 1 Free Vo 15% Da 45% Vi 40% 8 (2·4·2)
When a card is used → Score gain buff 0.3 (3 turn(s)) (max 5 time(s) per stage)
14-2 Season 14 Stage 2 Sense Vo 15% Da 45% Vi 40% 12 (2·6·4)
Start of turn → If Turns elapsed = 9 → Good Condition (turns) +10; Perfect Condition (turns) +3 (max 1 time(s) per stage)
14-3 Season 14 Stage 3 Logic Vo 15% Da 45% Vi 40% 12 (2·6·4)
Start of turn → If Motivation ≥ 12 → Score +Motivation × 5 (max 3 time(s) per stage)
15-1 Season 15 Stage 1 Free Vo 35% Da 20% Vi 45% 8 (2·2·4)
When a card is used (cards: Active card) → Score gain buff 0.1
15-2 Season 15 Stage 2 Sense Vo 35% Da 20% Vi 45% 12 (4·2·6)
Start of turn → Concentration +5; Good Condition (turns) +4; Cost reduction +1 (max 1 time(s) per stage)
15-3 Season 15 Stage 3 Logic Vo 35% Da 20% Vi 45% 12 (4·2·6)
Start of turn → Good Impression (turns) +10 (max 1 time(s) per stage)
16-1 Season 16 Stage 1 Free Vo 25% Da 45% Vi 30% 8 (2·4·2)
Start of turn → Score gain buff 0.7 (4 turn(s)) (max 1 time(s) per stage)
16-2 Season 16 Stage 2 Sense Vo 25% Da 45% Vi 30% 12 (3·6·3)
End of turn → If Turns remaining ≤ 2 → Concentration multiplier = 1.5; Score +2 (max 2 time(s) per stage)
16-3 Season 16 Stage 3 Logic Vo 25% Da 45% Vi 30% 12 (3·6·3)
After a card is used → If card has the Genki effect → Genki +1; Good Impression (turns) +3 (max 3 time(s) per stage)
17-1 Season 17 Stage 1 Free Vo 33% Da 33% Vi 44% 12 (3·4·5)
Start of turn → Score gain buff 1.2 (5 turn(s)); Double cost (turns) +5 (max 1 time(s) per stage)
17-2 Season 17 Stage 2 Logic Vo 33% Da 33% Vi 44% 12 (3·4·5)
End of turn → If Stamina ≥ Max stamina × 0.5 → Genki +7; Stamina (direct) −2 (max 5 time(s) per stage)
17-3 Season 17 Stage 3 Logic Vo 33% Da 33% Vi 44% 10 (3·3·4)
End of turn → If Turns remaining ≤ 1 → Score +Good Impression (turns) × 5 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 6 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
18-1 Season 18 Stage 1 Free Vo 33% Da 28% Vi 50% 12 (3·3·6)
Start of turn → Score gain buff 1.2 (5 turn(s)); Double cost (turns) +5 (max 1 time(s) per stage)
18-2 Season 18 Stage 2 Sense Vo 33% Da 28% Vi 50% 8 (2·2·4)
Start of turn → Concentration +12; Good Condition (turns) +3; Double cost (turns) +4 (max 1 time(s) per stage)
18-3 Season 18 Stage 3 Logic Vo 33% Da 28% Vi 50% 12 (3·3·6)
Start of turn → Motivation +15; Active cards blocked (turns) +4 (max 1 time(s) per stage)
19-1 Season 19 Stage 1 Free Vo 33% Da 39% Vi 39% 8 (2·3·3)
Start of turn → Score gain buff 0.5 (3 turn(s)) (max 3 time(s) per stage)
19-2 Season 19 Stage 2 Sense Vo 33% Da 39% Vi 39% 10 (3·4·3)
When a card is used → If card has the Half cost (turns) effect → Concentration +3; Good Condition (turns) +3; Stamina (direct) −3 (max 3 time(s) per stage)
19-3 Season 19 Stage 3 Logic Vo 33% Da 39% Vi 39% 12 (3·5·4)
Start of turn → If Turns elapsed = 8 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
When a buff is spent as card cost → If Good Impression (turns) ≥ 10 → Good Impression (turns) +3; Score +Good Impression (turns) × 2.5
20-1 Season 20 Stage 1 Sense Vo 45% Da 20% Vi 35% 12 (6·2·4)
Start of turn → Double cost (turns) +1; Concentration +5 (max 2 time(s) per stage)
20-2 Season 20 Stage 2 Anomaly Vo 45% Da 20% Vi 35% 10 (5·2·3)
When the stance changes → If direct effect and in Strength stance → Half cost (turns) +1; Cost reduction +1; Score gain buff 0.1 (max 3 time(s) per stage)
20-3 Season 20 Stage 3 Free Vo 45% Da 20% Vi 35% 8 (4·2·2)
Start of turn → If Turns remaining ≤ 2 → When a card is used (cards: Active card) → If card rarity ≠ rarity L → Double-effect cards +1 (max 1 time(s) per stage) (lasts 1 turn(s)); Draw card (max 2 time(s) per stage)
21-1 Season 21 Stage 1 Sense Vo 20% Da 45% Vi 35% 12 (2·6·4)
Start of turn → If Turns elapsed = 4 → Concentration +2; Good Condition (turns) +7 (max 1 time(s) per stage)
21-2 Season 21 Stage 2 Logic Vo 20% Da 45% Vi 35% 12 (2·6·4)
After a card is used → If card has the Genki effect → Genki +1; Good Impression (turns) +3 (max 3 time(s) per stage)
21-3 Season 21 Stage 3 Anomaly Vo 20% Da 45% Vi 35% 10 (2·5·3)
When the stance changes → If direct effect and in Strength stance → Half cost (turns) +1; Cost reduction +1; Score gain buff 0.1 (max 3 time(s) per stage)
22-1 Season 22 Stage 1 Sense Vo 25% Da 25% Vi 50% 10 (3·2·5)
Start of turn → If Good Condition (turns) ≥ 6 → Good Condition (turns) +6; Concentration +6 (max 1 time(s) per stage)
22-2 Season 22 Stage 2 Logic Vo 25% Da 25% Vi 50% 8 (2·2·4)
Start of turn → If Turns elapsed = 6 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
After Good Impression increases → If Good Impression gained ≥ 6 → Good Impression (turns) +4
22-3 Season 22 Stage 3 Anomaly Vo 25% Da 25% Vi 50% 8 (2·2·4)
Start of turn → If in Full Power stance → Score +2 + Cumulative Full Power charge × 4 (max 3 time(s) per stage)
23-1 Season 23 Stage 1 Sense Vo 33% Da 33% Vi 33% 12 (4·4·4)
When a card is used → If Cards used this turn divided by 2 leaves remainder 1 → Concentration +2; Good Condition (turns) +1
23-2 Season 23 Stage 2 Logic Vo 33% Da 33% Vi 33% 10 (4·3·3)
Start of turn → Motivation +10; On a later turn → If Turns elapsed ≥ 1 → Poor Condition (turns) +99 (max 1 time(s) per stage) (max 1 time(s) per stage)
23-3 Season 23 Stage 3 Anomaly Vo 33% Da 33% Vi 33% 8 (3·3·2)
After a card is used → If card has the Strength effect and Stance changes ≥ 3 → Score +4; Score +4
24-1 Season 24 Stage 1 Sense Vo 45% Da 25% Vi 30% 12 (6·3·3)
End of turn → If Turns remaining ≤ 3 → Score +4; Score +4 (max 3 time(s) per stage)
24-2 Season 24 Stage 2 Logic Vo 45% Da 25% Vi 30% 12 (6·3·3)
When a card is used → If card source = P-idol signature card → Motivation +8 (max 2 time(s) per stage)
24-3 Season 24 Stage 3 Anomaly Vo 45% Da 25% Vi 30% 10 (5·2·3)
End of turn → If Stance ≠ Full Power → Switch stance: Preservation; Full Power charge +3 (max 3 time(s) per stage)
25-1 Season 25 Stage 1 Sense Vo 20% Da 40% Vi 40% 12 (3·5·4)
End of turn → If Turns remaining ≤ 3 → Score +4; Score +4 (max 3 time(s) per stage)
25-2 Season 25 Stage 2 Logic Vo 20% Da 40% Vi 40% 12 (3·5·4)
Start of turn → If Turns elapsed = 8 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
When a card is used → If card source = P-idol signature card → Good Impression (turns) +8
25-3 Season 25 Stage 3 Anomaly Vo 20% Da 40% Vi 40% 8 (2·3·3)
When the stance changes → If direct effect and in Preservation stance → Permanently upgrades Mental card: Genki +8; Stamina (direct) −2 (max 2 time(s) per stage)
26-1 Season 26 Stage 1 Sense Vo 30% Da 40% Vi 30% 12 (3·5·4)
When a card is used → If card has the Concentration effect and Concentration ≥ 8 → Concentration +5; Good Condition (turns) +1 (max 3 time(s) per stage)
26-2 Season 26 Stage 2 Logic Vo 30% Da 40% Vi 30% 10 (3·4·3)
Start of turn → If Turns elapsed = 2 → Motivation ×2.5 (max 1 time(s) per stage)
26-3 Season 26 Stage 3 Anomaly Vo 30% Da 40% Vi 30% 10 (3·4·3)
End of turn → If Stance ≠ Full Power → Switch stance: Preservation; Full Power charge +3 (max 3 time(s) per stage)
27-1 Season 27 Stage 1 Sense Vo 50% Da 25% Vi 25% 8 (4·2·2)
After a card is used → If card source = P-idol signature card and Concentration ≥ 5 → Score gain buff 0.5 (3 turn(s)) (max 2 time(s) per stage)
27-2 Season 27 Stage 2 Logic Vo 50% Da 25% Vi 25% 10 (5·3·2)
Start of turn → If Turns elapsed = 2 → Motivation ×2.5 (max 1 time(s) per stage)
27-3 Season 27 Stage 3 Anomaly Vo 50% Da 25% Vi 25% 12 (6·3·3)
After a card is used (cards: Active card) → If Stamina ≤ Max stamina × 0.5 → Score +2; Score +2 (max 2 time(s) per stage)
28-1 Season 28 Stage 1 Sense Vo 45% Da 20% Vi 35% 10 (5·2·3)
Start of turn → If Turns remaining ≤ 2 → Perfect Condition (turns) +1; Score +Good Condition (turns) × 1.8 (max 2 time(s) per stage)
28-2 Season 28 Stage 2 Anomaly Vo 45% Da 20% Vi 35% 12 (6·2·4)
End of turn → If Stance = Preservation II or Stance = Leisure → Permanently upgrades held: Score +10
28-3 Season 28 Stage 3 Anomaly Vo 45% Da 20% Vi 35% 12 (6·2·4)
After a card is used (cards: Active card) → If Stamina ≤ Max stamina × 0.5 → Score +2; Score +2 (max 2 time(s) per stage)
29-1 Season 29 Stage 1 Sense Vo 20% Da 50% Vi 30% 12 (3·6·3)
Start of turn → Concentration gain buff 0.25 (6 turn(s)) (max 1 time(s) per stage)
29-2 Season 29 Stage 2 Logic Vo 20% Da 50% Vi 30% 12 (3·6·3)
When a card is used → If Cards used this turn divided by 2 leaves remainder 1 → Good Impression gain buff 0.5 (1 turn(s))
Start of turn → If Turns elapsed = 8 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
29-3 Season 29 Stage 3 Anomaly Vo 20% Da 50% Vi 30% 8 (2·4·2)
When the stance changes → If direct effect and in Preservation stance → Permanently upgrades Mental card: Genki +8; Stamina (direct) −2 (max 2 time(s) per stage)
30-1 Season 30 Stage 1 Sense Vo 36% Da 27% Vi 36% 12 (5·3·4)
Start of turn → Concentration gain buff 0.25 (6 turn(s)) (max 1 time(s) per stage)
30-2 Season 30 Stage 2 Logic Vo 36% Da 27% Vi 36% 12 (5·3·4)
Start of turn → Motivation +5 (max 3 time(s) per stage)
30-3 Season 30 Stage 3 Anomaly Vo 36% Da 27% Vi 36% 12 (5·3·4)
End of turn → If Stance = Preservation II or Stance = Leisure → Permanently upgrades held: Score +10
31-1 Season 31 Stage 1 Logic Vo 45% Da 35% Vi 20% 12 (6·4·2)
Start of turn → Motivation +5 (max 3 time(s) per stage)
31-2 Season 31 Stage 2 Logic Vo 45% Da 35% Vi 20% 8 (4·2·2)
Start of turn → If Turns elapsed = 3 → Score +Good Impression (turns) × 4; Genki +4 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 4 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
31-3 Season 31 Stage 3 Anomaly Vo 45% Da 35% Vi 20% 12 (6·4·2)
When the stance changes → If Stance = Full Power and Turns remaining ≤ 3 → Score +Stamina consumed this stage × 1.5 (max 3 time(s) per stage)
2-A R1 Live Tour Event – Osaka Chapter Sense Vo 30% Da 40% Vi 30% 12 (3·5·4)
End of turn → If Turns elapsed ≥ 4 and Concentration ≥ 20 → Score +3; Score +3
When a card is used → If card has the Concentration effect and Concentration ≥ 8 → Concentration +5; Good Condition (turns) +1 (max 3 time(s) per stage)
2-B R1 Live Tour Event – Osaka Chapter Logic Vo 30% Da 40% Vi 30% 10 (3·4·3)
Start of turn → If Turns elapsed = 7 and Genki ≥ 40 → Return all matching cards to the deck (cards: Active card and removed) (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 2 → Motivation ×2.5 (max 1 time(s) per stage)
2-C R1 Live Tour Event – Osaka Chapter Anomaly Vo 25% Da 25% Vi 50% 8 (2·2·4)
Start of turn → If Turns elapsed = 5 and Cumulative Full Power charge ≥ 8 → Permanently upgrades all cards: Score hits +1 (max 1 time(s) per stage)
Start of turn → If Stance = Full Power → Score +2 + Cumulative Full Power charge × 4 (max 3 time(s) per stage)
32-1 Season 32 Stage 1 Sense Vo 20% Da 40% Vi 40% 12 (3·5·4)
When a card is used → If card has the Perfect Condition (turns) effect → Good Condition (turns) +3 (max 5 time(s) per stage)
32-2 Season 32 Stage 2 Logic Vo 20% Da 40% Vi 40% 8 (2·3·3)
Start of turn → If Turns elapsed = 3 → Score +Good Impression (turns) × 4; Genki +4 (max 1 time(s) per stage)
Before the turn starts → If Turns elapsed = 4 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
32-3 Season 32 Stage 3 Anomaly Vo 20% Da 40% Vi 40% 10 (2·4·4)
When the stance changes → If direct effect and in Strength stance → Half cost (turns) +1; Cost reduction +1; Score gain buff 0.1 (max 3 time(s) per stage)
33-1 Season 33 Stage 1 Sense Vo 35% Da 45% Vi 20% 8 (2·4·2)
When a card is used → If Turns remaining ≤ 3 and card rarity = rarity SSR → Score gain buff 0.25 (3 turn(s)) (max 3 time(s) per stage)
33-2 Season 33 Stage 2 Logic Vo 35% Da 45% Vi 20% 12 (4·6·2)
When a card is used → If card source = P-idol signature card and Genki ≥ 15 → Score +Good Impression (turns) × 3 (max 3 time(s) per stage)
Before the turn starts → If Turns elapsed = 8 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
33-3 Season 33 Stage 3 Anomaly Vo 35% Da 45% Vi 20% 12 (4·6·2)
After a card is used (cards: Active card) → If Stamina ≤ Max stamina × 0.5 → Score +2; Score +2 (max 2 time(s) per stage)
34-1 Season 34 Stage 1 Sense Vo 40% Da 30% Vi 30% 8 (3·3·2)
When a card is used → If Turns remaining ≤ 3 and card rarity = rarity SSR → Score gain buff 0.25 (3 turn(s)) (max 3 time(s) per stage)
34-2 Season 34 Stage 2 Sense Vo 40% Da 30% Vi 30% 8 (3·3·2)
When a card is used (cards: Mental card) → Good Condition (turns) +3; Concentration gain buff 0.25 (2 turn(s)) (max 3 time(s) per stage)
34-3 Season 34 Stage 3 Logic Vo 40% Da 30% Vi 30% 10 (4·3·3)
Start of turn → If Turns elapsed = 2 → Motivation ×2.5 (max 1 time(s) per stage)
0-A Pre-season A Sense Vo 40% Da 20% Vi 40% 12 (5·3·4)
When a card is used (cards: Mental card) → Good Condition (turns) +3; Concentration gain buff 0.25 (2 turn(s)) (max 3 time(s) per stage)
0-B Pre-season B Logic Vo 30% Da 50% Vi 20% 12 (3·6·3)
End of turn → If Good Impression (turns) ≥ 15 → Score +Genki × 1.3
0-C Pre-season C Anomaly Vo 45% Da 20% Vi 35% 12 (6·2·4)
End of turn → If Stance = Preservation II or Stance = Leisure → Permanently upgrades held: Score +10
35-1 Season 35 Stage 1 Logic Vo 30% Da 40% Vi 30% 12 (3·5·4)
End of turn → If Good Impression (turns) ≥ 15 → Score +Genki × 1.3
35-2 Season 35 Stage 2 Anomaly Vo 30% Da 40% Vi 30% 8 (3·3·2)
When the stance changes → If direct effect and in Strength stance → Permanently upgrades P-idol signature card: Score +10 (max 5 time(s) per stage)
35-3 Season 35 Stage 3 Anomaly Vo 30% Da 40% Vi 30% 12 (3·5·4)
After a card is used → If card source = P-idol signature card and Full Power charge ≤ 9 → Reduce Full Power charge ×3; On a later turn → Full Power charge +5; Full Power charge gain buff 0.5 (1 turn(s)) (max 1 time(s) per stage) (max 3 time(s) per stage)
36-1 Season 36 Stage 1 Sense Vo 35% Da 40% Vi 25% 8 (3·3·2)
When a card is used → If card source = P-idol signature card and Perfect Condition (turns) ≥ 1 → Start of turn → Score +5 (max 1 time(s) per stage)
36-2 Season 36 Stage 2 Logic Vo 35% Da 40% Vi 25% 8 (3·3·2)
Start of turn → If Turns elapsed = 3 → Score +Good Impression (turns) × 4; Genki +4 (max 1 time(s) per stage)
Before the turn starts → If Turns elapsed = 4 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
36-3 Season 36 Stage 3 Anomaly Vo 35% Da 40% Vi 25% 12 (4·5·3)
After a card is used → If card source = P-idol signature card and Full Power charge ≤ 9 → Reduce Full Power charge ×3; On a later turn → Full Power charge +5; Full Power charge gain buff 0.5 (1 turn(s)) (max 1 time(s) per stage) (max 3 time(s) per stage)
37-1 Season 37 Stage 1 Sense Vo 40% Da 30% Vi 30% 8 (3·3·2)
When a card is used → If card source = P-idol signature card and Perfect Condition (turns) ≥ 1 → Start of turn → Score +5 (max 1 time(s) per stage)
37-2 Season 37 Stage 2 Logic Vo 40% Da 30% Vi 30% 12 (5·3·4)
On a later turn → If Turns elapsed = 0 → Genki gain nullified (turns) +7 (max 1 time(s) per stage)
Start of turn → If Turns elapsed = 6 → Motivation +4; When a card is used (cards: Active card) → Score +Good Impression (turns); Draw card (max 1 time(s) per stage)
37-3 Season 37 Stage 3 Anomaly Vo 40% Da 30% Vi 30% 12 (5·3·4)
When the stance changes → If in Full Power stance and Genki ≥ 30 → Score +Genki × 10 (max 2 time(s) per stage)
38-1 Season 38 Stage 1 Sense Vo 40% Da 40% Vi 20% 12 (5·4·3)
When a card is used → If card source = P-idol signature card and Concentration ≥ 8 → Good Condition (turns) +3; Concentration ×1.3 (max 3 time(s) per stage)
38-2 Season 38 Stage 2 Logic Vo 40% Da 40% Vi 20% 12 (5·4·3)
After start of turn → If Stamina ≤ Max stamina × 0.25 → Good Impression (turns) +10; Motivation +6 (max 1 time(s) per stage)
Before the turn starts → If Turns elapsed = 8 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
38-3 Season 38 Stage 3 Anomaly Vo 40% Da 40% Vi 20% 12 (5·4·3)
When the stance changes → If in Full Power stance and Genki ≥ 30 → Score +Genki × 10 (max 2 time(s) per stage)
39-1 Season 39 Stage 1 Sense Vo 35% Da 25% Vi 40% 12 (4·3·5)
When a card is used → If card source = P-idol signature card and Concentration ≥ 8 → Good Condition (turns) +3; Concentration ×1.3 (max 3 time(s) per stage)
39-2 Season 39 Stage 2 Logic Vo 35% Da 25% Vi 40% 12 (4·3·5)
After start of turn → If Stamina ≤ Max stamina × 0.25 → Good Impression (turns) +10; Motivation +6 (max 1 time(s) per stage)
Before the turn starts → If Turns elapsed = 8 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
39-3 Season 39 Stage 3 Logic Vo 35% Da 25% Vi 40% 12 (4·3·5)
When a card is used → If card source = P-idol signature card and Genki ≥ 30 → Motivation +10; Genki +2 (max 4 time(s) per stage)
40-1 Season 40 Stage 1 Sense Vo 35% Da 40% Vi 25% 12 (4·5·3)
When a card is used → If card source = P-idol signature card → Concentration gain buff 0.5 (3 turn(s)) (max 4 time(s) per stage)
40-2 Season 40 Stage 2 Logic Vo 35% Da 40% Vi 25% 12 (4·5·3)
When a card is used → If card source = P-idol signature card and Genki ≥ 30 → Motivation +10; Genki +2 (max 4 time(s) per stage)
40-3 Season 40 Stage 3 Anomaly Vo 35% Da 40% Vi 25% 12 (4·5·3)
When the stance changes → If direct effect and Stance changes by direct effect divided by 2 leaves remainder 1 → Permanently upgrades P-idol signature card: Score +25 (max 4 time(s) per stage)
3-A R1 Live Tour Event – Shibuya Chapter Sense Vo 35% Da 40% Vi 25% 10 (3·4·3)
When a card is used → If card source = P-idol signature card → Concentration gain buff 0.5 (2 turn(s)) (max 3 time(s) per stage)
Start of turn → If Turns elapsed = 3 and Concentration ≥ 6 → Extra card uses +2 (max 1 time(s) per stage)
3-B R1 Live Tour Event – Shibuya Chapter Logic Vo 45% Da 35% Vi 20% 10 (5·3·2)
When a card is used (cards: Active card) → If Turns elapsed ≥ 3 → Score +Good Impression (turns); Score +Genki × 0.3
Start of turn → If Turns elapsed = 5 and Motivation ≥ 6 → Good Impression (turns) +14 (max 1 time(s) per stage)
3-C R1 Live Tour Event – Shibuya Chapter Anomaly Vo 20% Da 40% Vi 40% 10 (2·4·4)
When the stance changes → If direct effect and Stance changes by direct effect divided by 2 leaves remainder 1 → Permanently upgrades Active card: Score +5
After a card is used → If card source = P-idol signature card and Turns elapsed ≥ 4 → Switch stance: Preservation
41-1 Season 41 Stage 1 Sense Vo 20% Da 35% Vi 45% 12 (2·4·6)
When a card is used → If card source = P-idol signature card → Concentration gain buff 0.5 (3 turn(s)) (max 4 time(s) per stage)
41-2 Season 41 Stage 2 Logic Vo 20% Da 35% Vi 45% 10 (2·3·5)
Start of turn → If Turns elapsed = 6 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
When a card is used → If card has the Good Impression (turns) effect → Effect counter +1; If Effect counter divided by 3 leaves remainder 2 → Good Impression effect buff 0.5 (3 turn(s)); Good Impression (turns) +2 (max 3 time(s) per stage)
41-3 Season 41 Stage 3 Anomaly Vo 20% Da 35% Vi 45% 12 (2·4·6)
When the stance changes → If Stance ≠ no card → Permanently upgrades P-idol signature card: Score +12 (max 8 time(s) per stage)
42-1 Season 42 Stage 1 Sense Vo 20% Da 40% Vi 40% 12 (3·5·4)
End of turn → If Good Condition (turns) ≥ 15 → Concentration +3; Score +Good Condition (turns) × 2.3 (max 3 time(s) per stage)
42-2 Season 42 Stage 2 Logic Vo 20% Da 40% Vi 40% 10 (2·4·4)
Start of turn → If Turns elapsed = 6 → Good Impression (turns) ×1.5 (max 1 time(s) per stage)
When a card is used → If card has the Good Impression (turns) effect → Effect counter +1; If Effect counter divided by 3 leaves remainder 2 → Good Impression effect buff 0.5 (3 turn(s)); Good Impression (turns) +2 (max 3 time(s) per stage)
42-3 Season 42 Stage 3 Anomaly Vo 20% Da 40% Vi 40% 12 (3·5·4)
End of turn → If Cumulative Full Power charge ≥ 13 → Switch stance: Preservation; Permanently upgrades P-idol signature card: Score +30 (max 2 time(s) per stage)
43-1 Season 43 Stage 1 Sense Vo 20% Da 35% Vi 45% 12 (2·4·6)
End of turn → If Good Condition (turns) ≥ 15 → Concentration +3; Score +Good Condition (turns) × 2.3 (max 3 time(s) per stage)
43-2 Season 43 Stage 2 Logic Vo 35% Da 45% Vi 20% 10 (3·5·2)
End of turn → If Turns remaining ≤ 3 → Score +Genki consumed × 0.9 (max 3 time(s) per stage)
43-3 Season 43 Stage 3 Anomaly Vo 20% Da 45% Vi 35% 12 (2·6·4)
End of turn → If Cumulative Full Power charge ≥ 13 → Switch stance: Preservation; Permanently upgrades P-idol signature card: Score +30 (max 2 time(s) per stage)
44-1 Season 44 Stage 1 Sense Vo 20% Da 45% Vi 35% 8 (2·4·2)
When a card is used → If Turns remaining ≤ 3 and card rarity = rarity SSR → Score gain buff 0.25 (3 turn(s)) (max 3 time(s) per stage)
44-2 Season 44 Stage 2 Logic Vo 35% Da 45% Vi 20% 10 (3·5·2)
End of turn → If Turns remaining ≤ 3 → Score +Genki consumed × 0.9 (max 3 time(s) per stage)
44-3 Season 44 Stage 3 Anomaly Vo 45% Da 20% Vi 35% 12 (6·2·4)
After a card is used → If Previous stance ≠ no card and card has the Strength effect → Effect counter +1; If Effect counter divided by 3 leaves remainder 2 → Enthusiasm bonus 8; Double cost (turns) +1
45-1 Season 45 Stage 1 Sense Vo 20% Da 35% Vi 45% 12 (2·4·6)
When a card is used → If card source = P-idol signature card and Good Condition (turns) ≥ 10 → Good Condition (turns) +4; Stamina (direct) +Max stamina × 0.05 (max 5 time(s) per stage)
45-2 Season 45 Stage 2 Sense Vo 45% Da 35% Vi 20% 12 (6·4·2)
Start of turn → Concentration effect buff 0.15 (max 1 time(s) per stage)
45-3 Season 45 Stage 3 Logic Vo 45% Da 35% Vi 20% 12 (6·4·2)
When a card is used → If card source = P-idol signature card and Motivation ≥ 12 → Motivation +5; Genki +2 (max 3 time(s) per stage)
46-1 Season 46 Stage 1 Sense Vo 45% Da 35% Vi 20% 12 (6·4·2)
Start of turn → If Turns elapsed = 0 → Permanently upgrades P-idol signature card: Cost +5; Permanently upgrades P-idol signature card and card whose cost is Stamina: Stat-type cost +5; Concentration effect buff 0.15 (max 1 time(s) per stage)
46-2 Season 46 Stage 2 Logic Vo 20% Da 35% Vi 45% 12 (2·4·6)
Start of turn → If Turns elapsed = 0 → Permanently upgrades P-idol signature card: Cost +5; Permanently upgrades P-idol signature card and card whose cost is Stamina: Stat-type cost +5
After Motivation increases → If direct effect → Effect counter +1; If Effect counter divided by 5 leaves remainder 4 → Genki +2; Score +Motivation × 3.5 (max 4 time(s) per stage)
46-3 Season 46 Stage 3 Anomaly Vo 45% Da 35% Vi 20% 12 (6·4·2)
When the stance changes → If Stance = Full Power and Turns remaining ≤ 3 → Score +Stamina consumed this stage × 1.5 (max 3 time(s) per stage)
47-1 Season 47 Stage 1 Sense Vo 45% Da 20% Vi 35% 12 (6·2·4)
After a card is used (cards: Mental card) → If Good Condition (turns) ≥ 5 → Effect counter +1; If Effect counter divided by 3 leaves remainder 2 → Good Condition (turns) +7; Extra card uses +1 (max 3 time(s) per stage)
47-2 Season 47 Stage 2 Anomaly Vo 20% Da 45% Vi 35% 12 (2·6·4)
When the stance changes → If in Full Power stance and Full Power stances ≥ 2 → Score gain buff 0.8 (2 turn(s)); Genki gain nullified (turns) +1; Permanently upgrades card has the Full Power charge effect: Score +20 (max 4 time(s) per stage)
47-3 Season 47 Stage 3 Anomaly Vo 20% Da 35% Vi 45% 12 (2·4·6)
After a card is used (cards: Active card) → If Stance = Strength II → Genki +3; Enthusiasm gain buff 2.5 (1 turn(s)); Draw card (max 3 time(s) per stage)
48-1 Season 48 Stage 1 Sense Vo 45% Da 20% Vi 35% 12 (6·2·4)
When a card is used (cards: Mental card) → If Good Condition (turns) ≥ 5 and Effect counter < Effect counter (times) × 3 + 3 → Effect counter +1
After a card is used (cards: Mental card) → If Good Condition (turns) ≥ 5 and Effect counter divided by 3 leaves remainder 0 and Effect counter > Effect counter (times) × 3 → Good Condition (turns) +7; Extra card uses +1; Effect counter (times) +1 (max 3 time(s) per stage)
48-2 Season 48 Stage 2 Logic Vo 35% Da 45% Vi 20% 8 (2·4·2)
Start of turn → If Turns elapsed = 5 → Good Impression (turns) ×1.5
Start of turn → If Turns remaining ≤ 3 → Good Impression (turns) +15; Move a random card to hand (cards: P-idol signature card and in deck or in discard pile); When a card is used (cards: Active card) → If card rarity ≠ rarity L → Double-effect cards +1 (max 1 time(s) per stage) (lasts 1 turn(s)) (max 1 time(s) per stage)
48-3 Season 48 Stage 3 Anomaly Vo 20% Da 45% Vi 35% 12 (2·6·4)
When the stance changes → If in Full Power stance and Full Power stances ≥ 2 → Score gain buff 0.8 (2 turn(s)); Genki gain nullified (turns) +1; Permanently upgrades card has the Full Power charge effect: Score +20 (max 4 time(s) per stage)
49-1Coming soon Season 49 Stage 1 Logic Vo 35% Da 45% Vi 20% 8 (2·4·2)
Start of turn → If Turns elapsed = 5 → Good Impression (turns) ×1.5
Start of turn → If Turns remaining ≤ 3 → Good Impression (turns) +15; Move a random card to hand (cards: P-idol signature card and in deck or in discard pile); When a card is used (cards: Active card) → If card rarity ≠ rarity L → Double-effect cards +1 (max 1 time(s) per stage) (lasts 1 turn(s)) (max 1 time(s) per stage)
49-2Coming soon Season 49 Stage 2 Anomaly Vo 20% Da 35% Vi 45% 10 (2·3·5)
Start of turn → If Turns remaining ≤ 3 → Enthusiasm gain buff 0.3 (1 turn(s)); Permanently upgrades P-idol signature card: Score +10 (max 3 time(s) per stage)
49-3Coming soon Season 49 Stage 3 Anomaly Vo 35% Da 45% Vi 20% 12 (4·6·2)
When the stance changes → If in Full Power stance → Full Power effect buff 0.2 (4 turn(s)); Permanently upgrades card has the Full Power charge effect: Score +8

How to read the table

VocalDanceVisual

The Vo/Da/Vi weighting shows how much each stat contributes to the final score — pick an idol and deck that are strong in the highest-weighted stat.

Turns is the total turn count for the whole stage (with per-segment turns in brackets) — the fewer the turns, the earlier you must stack points.

The 'Stage effect' column is the raw syntax from the simulation engine, with language-neutral figures.

Quick guide
Data for all 171 stages pulled straight from the game, no guessing, so you can build the right stats for each one.

How A Stage Differs From A Produce Exam

A stage is a specific card-battle instance — it might be a produce midterm/final exam, or a contest match — and each one locks in a fixed turn count plus its own weighting across the 3 stats Vocal/Dance/Visual. Knowing that weighting ahead of time lets you build toward the right stats instead of spreading points evenly and wasting them.

This page lists all 171 stages together with their applicable plan, Vocal/Dance/Visual weighting, and max turn count — data translated directly from the game, not invented.

Frequently asked questions

How many stages does Gakumas have in total?
171 stages, counted directly from in-game data — covering both produce exams and contest matches.
Why does each stage's Vocal/Dance/Visual weighting matter?
Exam score is calculated from these 3 stats with a different weight per stage — building toward the weighting of the stage you're about to run scores noticeably higher than an evenly spread build, since any excess in the wrong stat is effectively wasted.

What to check next

Updated: 05/08/2026 · surisuririsu/gakumas-tools (BSD-3) + vertesan/gakumasu-diff

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