Gakuen Idolmaster

Everything about Gakuen Idolmaster (Gakumas) in one place: 146 P-idols, 846 skill cards, 462 P-items, plus tools to calculate produce ranks and simulate lineups.

What is Gakumas?

Gakuen Idolmaster (Gakumas for short) is Bandai Namco's idol-raising game: you "produce" each idol through training sessions, then score at a final exam. GameVika gathers 146 P-idols, skill cards, P-items and tools to help you produce for the highest rank.

Happening Now

Active Gacha Banner
GO MY WAY!! 佑芽
From 2026/07/08 · Ends 2026/07/21

Featured pickup gacha banner, running 2026/07/08–2026/07/21.

Check rates before pulling
Active Events
GO MY WAY!! Panel Mission
From 2026/07/08 · Ends 2026/07/21

Clear panel missions to earn a limited name-card background and other rewards.

Affection Boost Campaign
From 2026/06/15 · Ends 2026/11/16

Extra affection-gain missions during idol training — helps unlock STEP3.

Hatsuboshi Academy Culture Festival Tour Mileage
Ends 2026/08/31

Clear missions on the official portal site (incl. real-world event sign-ups) to earn Jewels.

Updated: 2026/07/13 — Schedule may change per in-game announcements — double-check in-game before deciding.

What do you want to do today?
What should a new player do?
1

Pick 1 idol and 1 plan (Sense, Logic or Anomaly) — this sets the scoring direction for the whole produce run.

2

Build your skill card deck around the idol's main effect (Good Condition, Concentration, Good Impression…).

3

Clear the midterm exams, then pour everything into the final exam — the final score decides your produce rank.

Quick links

Gakumas tools

Produce math, contest simulation, pull planning
See all tools →

Newest P-idols

World vault
Quick guide
Gakumas (Gakuen Idolmaster) is a seasonal idol-raising game: you take 1 P-idol through many weeks of training, events, and rest, then close the season with a midterm exam and a final exam where you play skill cards to score points. This guide separates 4 systems people mix up, explains the 3 plans that shape every run, walks through the rank progression, and covers what to do after a produce run finishes with MEMORY and CONTEST.

What Gakumas Actually Is

Gakumas runs on the PRODUCE loop: you take 1 P-idol through a season made of many weeks. Each week you pick TRAINING (lesson) to raise stats, join an EVENT for rewards and story, or REST to recover spent stamina. A midterm exam sits partway through the season, and the season always closes with a final exam.

Inside each exam you're not tapping to a beat — you're PLAYING CARDS: drawing and using skill cards across multiple turns, balancing cost against remaining stamina to score as high as possible before turns run out. That makes Gakumas fundamentally a card game layered with resource management (stamina, turns, cost), not a rhythm game, despite what the word "idol" makes newcomers assume.

4 Systems You Have To Tell Apart

Gakumas keeps 4 separate data pools, and mixing them up is the most common beginner confusion.

  • P-idol (146): the idol you actually produce; every P-idol locks 1 fixed plan.
  • Skill card (846): the cards played inside exams, drawn from several different sources.
  • P-item (462): passive gear attached to a P-idol during a produce run.
  • Support card: a SECOND, entirely separate system — cards you bring along as support, which only unlock their ABILITY once leveled to Lv25.

The most common beginner mistake: assuming a support card is just another type of P-idol. It isn't — a P-idol is the idol you're directly producing this season, while a support card sits outside that, affecting the run indirectly through stats and the cards it feeds into your deck.

The 3 PLANs That Decide Everything

Every P-idol locks 1 of 3 PLANs, plus 1 signature effect on top — the plan decides which skill cards and which support cards actually fit your run.

  • SENSE: built around 好調 Good Condition (a % score boost while in a good state) and 集中 Concentration (score that stacks per card played) — leans toward burst scoring in a few turns.
  • LOGIC: built around 好印象 Good Impression (passive score gained every turn) and やる気 Motivation (raises genki/元気) — steady, snowballs over time.
  • ANOMALY: a later-added plan with its own abnormal-state mechanics — for now just know it exists as a third playstyle; the specific combos are out of scope here.

On top of these 3, a FREE card pool works across every plan. When picking support cards or cards found outside a produce run, always check them against your current P-idol's plan — cards that don't match a plan rarely deliver their full effect.

The Progression Path: From Regular To Legend

As produce difficulty rises, so does the stat cap for Vocal/Dance/Visual — the higher the cap, the deeper your build needs to be so stat points don't get wasted past it.

DifficultyStat cap
Regular1000
Pro1500
Master1800
Legend3000

To unlock PRO difficulty, you first have to clear 初星課題 40 (Hatsuboshi Challenge 40) — a required gate, not an optional one.

Your final produce evaluation score = the exam finish-rank score plus your total of the 3 stats multiplied by 2.3 (Legend uses 2.1 instead, plus an added conversion from the midterm exam score). This score decides your final RANK, with the most memorable thresholds being:

RankScore needed
S13000
SS16000
SSS20000
S535000

The full ladder has more sub-ranks below S (C, C+, B, B+, A, A+ and so on), but the 4 above are the ones worth remembering when comparing your run to someone else's.

What To Do After A Produce Run Ends

Finishing a produce run isn't the end — the result gets saved as a MEMORY, and that MEMORY is what you actually use to enter CONTEST.

CONTEST is asynchronous PvP: you send your produced MEMORY against another player's team, simulated by AI rather than fought in real time.

Contest power is calculated with a fixed formula: 3×(Vocal + Dance + Visual) + 24×Stamina + P-item power + card power + 36×custom count. That means a contest-optimized build isn't identical to a build optimized purely for exam scoring inside produce — all 4 components matter, not just the 3 stats.

Winning contests earns contest coin, and contest coin can be exchanged for support cards — so contest doubles as both the post-produce endgame and a steady long-term way to farm support cards.

Frequently asked questions

Which plan should I try first?
There is no single "correct" plan for everyone — the plan is locked by the P-idol you're producing, not something you pick freely, so the real question is which P-idol to produce first. Sense suits players who like scoring in short, explosive bursts; Logic suits a steadier, snowballing playstyle. Save Anomaly for after you're comfortable with the other 2, since its abnormal-state mechanics are more involved.
What are the gacha rates, and is there a pity cap?
SSR 5% · SR 17% · R 78%. There's a hard pity cap of 200 pulls: every pull earns 1 exchange point (Pt), and 200 Pt is enough to redeem a P-idol or support card from the current exchange list. SR is also guaranteed within every 10-pull multi. Watch the timing though: once the 200 Pt exchange list refreshes to a new one, your Pt resets — so plan redemptions before that switch to avoid losing banked points.
What is Hatsuboshi Challenge 40 (初星課題 40) actually for?
It's a required gate for unlocking PRO difficulty. Without clearing 初星課題 40, you can only produce at Regular difficulty, which carries a lower stat cap (1000 instead of 1500) — so if your stat cap seems oddly low, this is usually why.
How is contest power actually calculated?
With a fixed formula: 3×(Vocal + Dance + Visual) + 24×Stamina + P-item power + card power + 36×custom count. P-item power and card power vary by rarity and by source (P-idol-signature vs support), so 2 memories with identical Vocal/Dance/Visual can still end up with different contest power depending on their equipped P-items and cards — don't judge a build by the 3 main stats alone.

What to check next