Updated October 6, 2026 for V0.22: V0.2 directly rebalances Kamado, Tamayo, and Uzui, while the universal counter and Ranked rules change several Clan builds around them. Uzui is now my early pick for the best overall Clan, Tamayo moves from A to S after a major stat buff, and Kamado remains S despite losing Headbutt’s block shutdown and part of Combat Intuition’s Ranked payoff. V0.21 and V0.22 do not add further Clan balance changes.
Wondering which Clan is best in Slayers 2? Your Clan affects far more than the surname above your character: depending on the roll, it can change your stats, add active Skills and Passives, improve a specific Breathing Style or Blood Demon Art, and sometimes reshape an entire build. I've ranked all 41 Clans in this Slayers 2 Clans tier list, and I've also included every Clan's rarity, roll chance, class, Skills, Passives, and stat bonuses further down the page.
Slayers 2 Clans Tier List – Best Clans Ranked
⇓ BEST CLANS ⇓

Uzui

Kamado

Rengoku

Shinazugawa

Tamayo

Himejima

Soyama
⇓ VERY GOOD CLANS ⇓

Kocho

Tomioka

Agatsuma

Douma

Shabana

Urokodaki

Iguro

Sabito
⇓ DECENT CLANS ⇓

Ubuyashiki

Makomo

Yahaba

Susumaru

Kaneki

Yamagiri

Kurotsume

Aoshima

Aori
⇓ MID CLANS ⇓

Yukimori

Kanzaki

Mori

Kurosaki

Hozumi

Aokawa

Saito

Tsukino

Ando

Suzuki

Kuroaki

Fujiwara

Sakurai

Hagiwara

Kazetani

Fukukoshi

Toka
As is usually the case, rare Clans will naturally tend to have stronger or more unusual benefits, but a difficult roll doesn't automatically deserve S-tier. I've ranked Clans by their actual usefulness rather than rarity alone. I'm much more interested in what the Clan does once you have it: its stat bonuses, unique abilities, passives, combat value, progression perks, drawbacks, and how well everything works with the strongest builds.
I also weigh whether a Clan works across most builds or becomes exceptional with a specific Breathing Style, Blood Demon Art, weapon, or party. Specialists can absolutely earn S Tier. Shinazugawa remains the clearest style specialist, with V0.2 adding 30% damage to Wind Z and hyper armor to held V on top of its existing strict-stun and guard-pressure routes. Tamayo reaches S from the opposite direction: a 20% Max Health heal, full cooldown reset, control, debuffs, and newly competitive stats now produce practical value across parties and solo play.
The V0.2 ranking is no longer identical. I give more weight to repeatable damage windows, useful defense, and realistic synergy than to a long string that only works against someone who never blocks. Uzui’s Musical Score now avoids a recorded skill for two seconds instead of eating the damage, while Tamayo gains much stronger Health, Stamina, damage, and flat reduction. Kamado’s Headbutt no longer disables block, and Combat Intuition converts stored damage at 0.07 instead of 0.1 in Ranked.
Ranked now removes automatic out-of-combat Health regeneration, although healing from skills, items, and passives still works. Refinement bonuses also count at half strength, which narrows the equipment gap and gives native Clan sustain more practical weight. First Light and Nightfall Hunt still reward durable second rotations and reliable finishers, but I do not raise a Clan simply because it can wear strong gear. We still need more time to assess the strongest equal-refinement V0.22 combinations.
Finally, don't treat a tier letter as an automatic reroll command. A Clan that is merely good in a vacuum can be excellent for the exact build you're running, while an S-tier Clan can waste half its kit if you never use the effects it is built around. With that out of the way, let's go through every Clan and why I currently have it where it is.
| Clan | Evaluation |
|---|---|
| S Tier - Best Clans in Slayers 2 | |
| Uzui Key stats: +247.5 Health · +135 Stamina · +21% Additional Damage Factor · +2 Damage Reduction · +6% Damage Reduction Factor Best fit: Technical PvP, stamina-heavy builds, fist setups, general progression. |
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| Kamado Key stats: +262.5 Health · +130 Stamina · +23% Additional Damage Factor · +2 Damage Reduction · +6% Damage Reduction Factor Best fit: Almost anything; especially hybrid, Demon, PvP, and high-survivability builds. |
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| Rengoku Key stats: +277.5 Health · +125 Stamina · +26% Additional Damage Factor · +2 Damage Reduction · +6% Damage Reduction Factor Best fit: Flame Breathing, Katana and aggressive weapon builds. |
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| Shinazugawa Key stats: +202.5 Health · +90 Stamina · +18% Additional Damage Factor · +5% Movement Speed · +5% Health Regen · +2 Damage Reduction Best fit: Wind Breathing, Katana, aggressive bruiser builds. |
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| Tamayo Key stats: +175 Health · +75 Stamina · +17% Additional Damage Factor · +1 Damage Reduction · +4% Health Regen Best fit: Hybrid support, solo sustain, parties, PvE, and coordinated boss runs. |
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| Himejima Key stats: +195 Health · +90 Stamina · +17% Additional Damage Factor · +2 Damage Reduction · +5% Damage Reduction Factor · +10% Block Regen · +3 Block Points Best fit: Tanky melee builds, M1-heavy setups, PvP, bosses. |
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| Soyama Key stats: +255 Health · +128 Stamina · +22% Additional Damage Factor · +2 Damage Reduction · +6% Damage Reduction Factor Best fit: PvP duelists, counter-heavy players, burst setups. |
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| A Tier - Excellent Clans | |
| Kocho Key stats: +112.5 Health · +26 Stamina · +12% Additional Damage Factor · +5% Movement Speed Best fit: Insect Breathing, Poison and mobile sword builds. |
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| Tomioka Key stats: +117 Health · +24 Stamina · +15% Additional Damage Factor Best fit: Water Breathing, longer fights, economy/progression. |
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| Agatsuma Key stats: +157.5 Health · +90 Stamina · +19% Additional Damage Factor · +5% Movement Speed · +4% Stamina Regen Best fit: Thunder Breathing, Katana, aggressive mobility builds. |
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| Douma Key stats: +180 Health · +95 Stamina · +18% Additional Damage Factor · +5% Stamina Regen · +1 Damage Reduction · +5% Damage Reduction Factor Best fit: Demon/Evil Art builds, PvP, defensive weapon setups. |
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| Shabana Key stats: +108 Health · +25 Stamina · +13% Additional Damage Factor · +5% Movement Speed Factor Best fit: Demon builds, M1 pressure, bosses, coordinated parties. |
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| Urokodaki Key stats: +69 Health · +9% Additional Damage Factor · +4% Movement Speed Best fit: Water Breathing, mask users, progression and party play. |
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| Iguro Key stats: +165 Health · +85 Stamina · +20% Additional Damage Factor · +5% Movement Speed Factor · +1 Damage Reduction Best fit: Serpent builds, Poison, Katana, dueling and active repositioning. |
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| Sabito Key stats: +75 Health · +10% Additional Damage Factor Best fit: Water Breathing and Katana builds. |
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| B Tier - Good, Usable Clans | |
| Ubuyashiki Key stats: +127.5 Health · -10 Stamina · -6% Additional Damage Factor Best fit: Farming, progression, utility and PvE. |
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| Makomo Key stats: +72 Health · +10% Block Regen · +4 Block Points Best fit: Defensive Water/Katana builds. |
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| Yahaba Key stats: +64.5 Health · +10% Additional Damage Factor Best fit: Arrow Evil Art and Demon party builds. |
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| Susumaru Key stats: +60 Health · +9% Additional Damage Factor · 50% Additional Damage as displayed Best fit: Tamari and Evil Art builds. |
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| Kaneki Key stats: +40.5 Health · +5% Movement Speed · +5% Additional Damage Factor Best fit: General early-game use. |
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| Yamagiri Key stats: +42 Health · +22 Stamina · +5% Stamina Regen Best fit: Stamina-hungry leveling builds. |
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| Kurotsume Key stats: +34.5 Health · +5% Movement Speed · +5% Additional Damage Factor Best fit: General mobility/offense while leveling. |
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| Aoshima Key stats: +36 Health · +4% Movement Speed · +5% Additional Damage Factor Best fit: General early-game offense. |
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| Aori Key stats: +39 Health · +3% Movement Speed · +5% Additional Damage Factor Best fit: General early-game use. |
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| C Tier - Starter Rolls and Limited Bonuses | |
| Yukimori Bonus: 30% Additional Damage as displayed Best fit: General offense, pending exact stat scaling. |
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| Kanzaki Bonus: 20% Additional Damage as displayed Best fit: Basic offensive leveling. |
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| Mori Bonus: +1 Damage Reduction Best fit: Basic defensive builds. |
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| Kurosaki Bonus: +10% Block Regen Best fit: Block-heavy playstyles. |
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| Hozumi Bonus: +3 Block Points Best fit: Defensive early-game characters. |
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| Aokawa Bonus: +3% Additional Damage Factor Best fit: Any early offensive build. |
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| Saito Bonus: +2% Additional Damage Factor Best fit: Generic early offense. |
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| Tsukino Bonus: +18 Max Health Best fit: Generic early survivability. |
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| Ando Bonus: +16.5 Max Health Best fit: Generic early survivability. |
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| Suzuki Bonus: +1% Damage Reduction Factor Best fit: Basic defensive play. |
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| Kuroaki Bonus: +13.5 Max Health Best fit: Basic leveling. |
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| Fujiwara Bonus: +9 Max Stamina Best fit: Early stamina management. |
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| Sakurai Bonus: +7 Max Stamina Best fit: Early stamina management. |
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| Hagiwara Bonus: +2% Health Regen Speed Best fit: Light sustain while leveling. |
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| Kazetani Bonus: +2% Stamina Regen Speed Best fit: Early stamina sustain. |
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| Fukukoshi Bonus: +2% Movement Speed Factor Best fit: General movement. |
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| Toka Bonus: +2% Movement Speed Factor Best fit: General movement. |
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RELATED: Slayers 2 Breathing Styles Tier List – Best Breathing Styles Ranked
Best Clan in Slayers 2
Uzui is my early V0.2 pick for the best overall Clan in Slayers 2. Enhanced Hearing still creates a 25% damage window, while Musical Score now dodges a recorded skill for two seconds and returns after 42.19 seconds instead of 56.25. Vital Draw’s Muscle result also lasts 11 seconds instead of six, giving a good roll enough time to matter outside the first frantic M1 exchange.
Kamado, Rengoku, Shinazugawa, Tamayo, Himejima, and Soyama complete my S Tier. Kamado remains the best Demon Clan and broadest low-execution recommendation, but Headbutt no longer shuts off block and Combat Intuition converts less damage in Ranked. Rengoku and Shinazugawa remain elite offensive specialists, Himejima owns the defensive bruiser role, and Soyama preserves a high counter-based ceiling. Tamayo is the newcomer after gaining 175 Health, 75 Stamina, 17% Additional Damage Factor, and +1 Damage Reduction.
Kocho now leads A tier because V0.2 substantially improves Insect’s damage, block pressure, range, stamina efficiency, and ultimate payoff. Tomioka remains the strongest dedicated Water Clan, but Water’s Ranked-only stun, scaling, cooldown, and i-frame nerfs make that ceiling less universal. Agatsuma gains a better PvE case from 25% more Thunder Z and X damage against NPCs and bosses, while Douma’s recovery becomes more useful when Ranked no longer provides automatic out-of-combat healing.
How Clans Work in Slayers 2
Clans have received a considerable overhaul compared with the original Project Slayers. Rather than every Clan simply amounting to a collection of extra stats, the Slayers 2 system can give a Clan several different layers:
| Clan Feature | What it Does |
|---|---|
| Stats | Increase or modify your character's stats. |
| Skills | Unique abilities that you actively use. |
| Passives | Effects that remain active without needing to be triggered. Some may also come with drawbacks. |
| Mode | Certain Clans can have an additional state activated after filling a Mode bar. |
This makes comparing Clans considerably more interesting. A small damage increase might look good on paper, for example, but I'd happily trade it for an excellent active ability, better survivability, faster progression, or a passive that dramatically improves an already strong build.
Not every Clan necessarily has the same combination of features, either, so I'll judge each one individually rather than treating rarity as a shortcut for power.
RELATED: Ultimate Slayers 2 Tier List
Slayers 2 Clan Rarity Chances
There are 41 Clans in Slayers 2, split across six rarity tiers. The percentage shown in the roll menu is the chance of landing that rarity tier, not a guaranteed individual chance for every Clan inside it. These are the current in-game Clan rarity chances:
| Rarity | Rarity Tier Chance | Number of Clans |
|---|---|---|
| Supreme | 0.1% | 4 |
| Mythic | 0.9% | 6 |
| Legendary | 4% | 4 |
| Rare | 12% | 5 |
| Uncommon | 23% | 5 |
| Common | 60% | 17 |
Rarity tells you how hard a Clan is to roll, but it is not a perfect power ranking. Rare Clans such as Urokodaki and Sabito can be excellent when their bonuses match your build, while some much rarer rolls are more specialized or progression-focused. Check what the Clan actually does before you sacrifice it to the gacha gods.
All Slayers 2 Clans, Rarities, Stat Buffs, Skills & Passives
This is the section you'll want if you're deciding whether to keep your current Clan or spin it away. I'll maintain the complete Slayers 2 Clan database below, including every important effect, rather than making you jump between several different pages just to figure out what your roll actually does. So, without further ado, here's every clan in Slayers 2 and their full list of effects:
The percentage shown beside each clan is the in-game roll rate for that clan's rarity tier.
| Clan | Skills, Stats & Passives |
|---|---|
| Supreme Clans - 0.1% Tier Chance | |
| Kamado | Skills Indomitable Will: Two activation methods. Tap: a burst around the user that shoves nearby enemies away, stuns them briefly and marks them with Fear, slowing their movement and their dash. Hold: a much larger zone placed where the user is standing, stunning everyone inside for as long as they stay and stunning them again on the way out. Regen Adrenal: Demon only. Grants +14% Health Regen Speed for 7 seconds, and health keeps regenerating in combat for that window. Combat Intuition: Stores the damage the user takes for 10 seconds. In general modes, Stored Damage x 0.1 becomes Damage Potential; Ranked uses x 0.07 instead. Damage Potential is added to the user's Weapon and Breathing or Demon Art damage. Pressing the key again ends storage early and cashes it in; letting the window run out cashes it in anyway. The bonus lasts 7 seconds. Headbutt: The user pulls their head back then snaps forward, knocking the opponent straight down instead of backward. V0.2 removes its previous three-second block shutdown, so the target can guard normally after recovering. Passives Enhanced Speed: +5% Movement Speed Factor. Pain Resistance: The user is not slowed at low health. Adaptive Breathing: Below 35% health, gain +5% Health Regen Speed. Below 30% stamina, gain +5% Stamina Regen Speed. Also grants Sun Immunity. Damage Reduction Factor: Below 25% health, gain +10% Damage Reduction Factor. Stats Max Health: +262.5 Additional Damage Factor: 23% Max Stamina: +130 Sun Immunity Damage Reduction: +2 Damage Reduction Factor: 6% |
| Rengoku | Skills Indomitable Will: Two activation methods. Tap: a burst around the user that shoves nearby enemies away, stuns them briefly and marks them with Fear, slowing their movement and their dash. Hold: a much larger zone placed where the user is standing, stunning everyone inside for as long as they stay and stunning them again on the way out. Heart Ablaze Mode: A flame aura burns anyone who hits the user for 2% of their own Max Health per second over 3 seconds, and the user gains +18% Additional Damage Factor, +5% Movement Speed Factor, +5% Stamina Regen Speed and +20% Burn Damage Factor. Passives Pain Resistance: The user is not slowed at low health. Master Swordsman: +20% Katana and Weapon mastery. Ignition Hit: The first M1 of a new combo string ignites the enemy with tick damage for 3 seconds. Also burns Purgatory, Flame Undulation, Flame Tiger and Blazing Universe. Burn does not stack. Status Immunity: Takes 50% less Flame damage, and is immune to Indomitable Will. Stats Max Health: +277.5 Additional Damage Factor: 26% Max Stamina: +125 Damage Reduction: +2 Damage Reduction Factor: 6% |
| Soyama | Skills Indomitable Will: Two activation methods. Tap: a burst around the user that shoves nearby enemies away, stuns them briefly and marks them with Fear, slowing their movement and their dash. Hold: a much larger zone placed where the user is standing, stunning everyone inside for as long as they stay and stunning them again on the way out. Combat Intuition: Applies +8% Damage Reduction Factor for 12 seconds and stores a share of the damage the user deals in that window: 75% of what lands on players and 50% of what lands on NPCs. Stored Damage x 0.1 becomes Damage Potential, which is added to the user's Weapon and Breathing or Demon Art damage. Pressing the key again ends storage early and cashes it in; letting the window run out cashes it in anyway. The bonus lasts 7 seconds. Bell Splitter: Tapping the key enters a stance. Getting hit during the stance triggers a counter that parries the blow and leaves the opponent stunned, with -30% Movement Speed Factor for 3 seconds and -35% Additional Damage Factor with fists for 10 seconds. A stance that catches nothing leaves the user unable to attack for 2 seconds: no skills and no swings, though they can still block and dash. Passives Enhanced Speed: +5% Movement Speed Factor. Pain Resistance: The user is not slowed at low health. Stats Max Health: +255 Additional Damage Factor: 22% Max Stamina: +128 Damage Reduction: +2 Damage Reduction Factor: 6% |
| Uzui | Skills Enhanced Hearing: The user stomps the ground, releasing a circular shockwave and marking everyone caught with a golden aura. For 10 seconds, marked enemies take 25% more damage from the user. V0.17 increases the activation range by 20%. Vital Draw: Tapping this skill randomly draws one of 3 passives, each pulsing its own aura once from the user. Heart: a warm green aura pulse, restoring 150 health instantly. Muscle: a white aura pulse, dodging the next 5 M1 hits and granting +15% Additional Damage Factor with fists for 11 seconds. Lungs: a red aura pulse, granting +150 Max Stamina for 15 seconds and instantly restoring 150 stamina. Musical Score: One activation starts the capture, and the skill imprint commits immediately without a second confirmation press. When the recorded skill returns, Musical Score stuns the attacker and lets Uzui dodge that skill for 2 seconds. V0.2 reduces its cooldown from 56.25 to 42.19 seconds. Exact listening duration and imprint lifetime: TBA. Passives Enhanced Speed: +5% Movement Speed Factor. Indomitable Will Immunity: Immune to Indomitable Will. Tactical Intellect: +25% Quest Exp Factor. Pain Resistance: The user is not slowed at low health. Poison Conversion: Grants full immunity to Poison. V0.17 removes the previous effect that converted poison damage into healing. Stats Max Health: +247.5 Additional Damage Factor: 21% Max Stamina: +135 Damage Reduction: +2 Damage Reduction Factor: 6% |
| Mythic Clans - 0.9% Tier Chance | |
| Agatsuma | Skills Enhanced Hearing: The user stomps the ground, releasing a circular shockwave and marking everyone caught with a golden aura. For 10 seconds the marked enemy takes 20% more damage from the user. Sleepless Knight Mode: Dealing damage charges the bar; once full the key press activates a thunder aura granting +20% Thunder Damage Factor, +3% Additional Damage Factor, -5% Movement Speed Factor, +35% Dash Speed Factor and +12% Cooldown Reduction Factor. The replacement dash now carries normal dash momentum; this is not an additional i-frame effect. Passives Master Swordsman: +20% Katana and Weapon mastery. Tactical Intellect: +25% Quest Exp Factor. Unconscious Combat: Timid State, above 90% health: -5% Attack Speed Factor. Struggle Mode, below 60% health: +12% Additional Damage Factor, +4 Additional Damage and +5% Stamina Regen Speed. Enhanced Speed: +5% Movement Speed Factor, and Flaming Thunder God burns what it hits. Stats Max Health: +157.5 Movement Speed Factor: 5% Additional Damage Factor: 19% Max Stamina: +90 Stamina Regen Speed: 4% |
| Douma | Skills Extrasensory Perception: The user dodges the next 3 incoming attacks, skill or M1. Speed & Reflex: Leaves a clone standing where the user is. Pressing the key again within 12 seconds pulls them back to it from any distance, shaking off any stun or knockdown as they arrive. Castable while stunned. Passives Pain Resistance: The user is not slowed at low health. Reactive Adaptation: Takes 50% less Poison and Flame damage. Keen Intellect: +25% Evil Art and Weapon mastery. Stats Max Health: +180 Stamina Regen Speed: 5% Additional Damage Factor: 18% Max Stamina: +95 Damage Reduction: +1 Damage Reduction Factor: 5% |
| Himejima | Skills Stone Skin Mode: Enemies who M1 the user take 15% of the damage they dealt back, and the user gains +10% Damage Reduction Factor, +5% Movement Speed Factor, +4% Stamina Regen Speed and +5% Health Regen Speed. Enhanced Hearing: The user stomps the ground, releasing a circular shockwave and marking everyone caught with a golden aura. For 14 seconds the marked enemy takes 20% more damage from the user. Passives Pain Resistance: The user is not slowed at low health. Tactical Intellect: +25% Quest Exp Factor. Repetitive Action: Skill damage banks into a temporary M1 bonus: 100 skill damage grants +3 M1 damage. Stacks, and fades after 8 to 10 seconds. Stats Max Health: +195 Block Regen: 10% Additional Damage Factor: 17% Max Stamina: +90 Damage Reduction Factor: 5% Damage Reduction: +2 Block Points: +3 |
| Iguro | Skills Kaburamaru: Hold to aim, release to send the serpent. At long range it homes in on the target and bites it repeatedly for 6 seconds, each bite dealing 2% Max Health tick damage and applying Poison, 1% Max Health per second for 4 seconds, which does not stack. Up close it latches straight onto the target instead, and a second key press binds them for 1.3 seconds. The snake lasts 4 seconds on the opponent. Flash Step: Hold to vanish for up to 1.5 seconds and fly wherever the user steers, camera up and down included. Release to reappear. Serpent's Wrath Mode: Grants Flash Step, a white aura dash that vanishes for a second before reappearing, plus +20% Serpent Damage Factor, +5% Additional Damage Factor, +5% Movement Speed Factor and +4% Stamina Regen Speed. Passives Pain Resistance: The user is not slowed at low health. Master Swordsman: +20% Katana and Weapon mastery. Venomous Precision: If the user is killed by an opponent, that opponent takes 25% Max Health damage. This on-death poison is disabled in the PvP Arena and Ranked. Serpent's Venom: +15% Poison Damage Factor, and takes 50% less Poison damage. Stats Max Health: +165 Movement Speed Factor: 5% Additional Damage Factor: 20% Max Stamina: +85 Damage Reduction: +1 Damage Reduction Factor: 2% |
| Shinazugawa | Skills Marechi's Blade: For 10 seconds, the user sacrifices 10% of their Max Health to wrap the blade in a purple aura, and every M1 applies 3 Poison tick damage. Windstorm Vigor Mode: Grants +20% Wind Damage Factor, +10% Additional Damage Factor, -10% Stamina Cost Factor and +5% Movement Speed Factor. Passives Pain Resistance: The user is not slowed at low health. Tactical Intellect: +25% Quest Exp Factor. Marechi's Blood: Any M1 dealt to the user has a 10% chance to poison the attacker for 2% Max Health per second over 5 seconds and apply -15% Movement Speed Factor for 3 seconds. If the user is killed by an opponent, that opponent takes 10% Max Health damage and -10% Movement Speed Factor for 10 seconds. Unyielding Spirit: Below 30% health, gain +15% Damage Reduction Factor and +5% Additional Damage Factor. Weapon Versatility: +25% Katana and Weapon mastery. Stats Max Health: +202.5 Movement Speed Factor: 5% Additional Damage Factor: 18% Health Regen Speed: 5% Damage Reduction Factor: 3% Damage Reduction: +2 Max Stamina: +90 |
| Tamayo | Skills Pharmaceutical Skills: Places down a healing ring that restores 20% Max Health and resets all cooldowns, once per person. Demon Coagulant: A swift jab that catches everyone in front of the user and holds them while a dose goes in, then throws them down. The dose deals 3 seconds of tick damage and applies -20% Additional Damage Factor for 5 seconds. Missing costs the user nothing. Blood Bewitchment: Releases a purple perfume aura around the user for 5 seconds. Any opponent that lands a hit on the user while inside the aura is inflicted with Bewitched for 4 seconds: -6% Movement Speed Factor, +6% Stamina Drain Rate, and -3% Block Regen. Does not stack; re-hitting the user refreshes the debuff duration instead of applying it again. Passives None shown. Stats Max Stamina: +75 Max Health: +175 Health Regen Speed: 4% Additional Damage Factor: 17% Damage Reduction: +1 |
| Legendary Clans - 4% Tier Chance | |
| Kocho | Skills Poison Draw Mode: Grants +20% Insect Breathing damage, +10% Movement Speed, +15% Dash Speed, +10% Poison Damage, and 5% cooldown reduction for the duration. The old stamina-drain passive is removed. Whether the remaining random poison rolls retain all of their previous values still needs testing: TBA. Passives Insect Affinity: Insect Breathing skills poison their targets and grants +15% Poison Damage Factor. Base poison lasts roughly five ticks instead of nine. Poison Draw Mode adds another +10% Poison Damage; exact stacking, tick interval, and refresh interactions remain TBA. Status Immunity: Immune to Poison. Toxic Essence: If the user is killed by an opponent, that opponent takes 5% Max Health poison damage per second for 4 seconds. This on-death poison is disabled in the PvP Arena and Ranked. Aerial Mastery: Airborne Sword attacks deal 25% more damage. Butterfly's Grace: Below 30% health, gain +5% Movement Speed Factor and +30% Jump Power Factor. Stats Max Stamina: +26 Max Health: +112.5 Movement Speed Factor: 5% Additional Damage Factor: 12% |
| Shabana | Skills Core Detachment: Throws the user's Core at the targeted location, creating a Blood Demon Zone for 12 seconds. The user and any party member standing inside gain +25% Additional Damage Factor, +15% Max Health Factor and +6% Damage Reduction Factor, which linger 3 seconds after they leave it. Poison Generation: For 7 seconds, M1s inflict Blood Poison, dealing 2% of the target's Max Health per second for 3 seconds. Stacks with multiple applications. Passives Pain Resistance: The user is not slowed at low health. Status Immunity: Takes 75% less Poison damage. Tainted Blood: If the user is killed by an opponent, that opponent takes -20% Movement Speed Factor for 5 seconds and 3 tick damage per second for 7 seconds. Siblings Bond: Within 15 meters of a party member, gain +5% Damage Reduction Factor, +4% Stamina Regen Speed and +5% Health Regen Speed, and grant allies in range +5% Additional Damage Factor. Stats Max Stamina: +25 Max Health: +108 Movement Speed Factor: 5% Additional Damage Factor: 13% |
| Tomioka | Skills Flowing Motion: Resets the cooldowns of 2 random skills. Passives Pain Resistance: The user is not slowed at low health. Flowing Counter: After blocking an attack, the next Water Breathing skill within 5 seconds deals 15% more damage. Serenity Discount: 30% discount on everything bought with Wen. Water's Clarity: Every 15 seconds in combat, gain +5% Water Damage Factor and -3% Water Stamina Cost Factor. Stacks up to 3 times, for a maximum of +15% Water damage and -9% Water stamina cost. Tidal Blood: When the user hits an opponent with a Water Breathing skill, Tidal Blood applies -20% Movement Speed Factor for 5 seconds. Stats Max Stamina: +24 Max Health: +117 Additional Damage Factor: 15% |
| Ubuyashiki | Skills Self-Destruct: The user detonates themselves, dealing heavy damage to every nearby enemy, knocking them down and setting them alight for 5 seconds. The blast throws the user clear, and they take 10% of the damage dealt to each enemy caught. Soothing Voice: A calming command that renders an opponent's block completely ineffective for 5 seconds, letting attacks break through their guard. Demon Slayer Summon: Aim at an enemy and call in a Demon Slayer ally, who drops in beside the user and fights that target for 15 seconds, in either PvP or PvE. They arrive with one breathing skill, rolled fresh each summon. Passives Enhanced Growth: +10% Exp Factor. Enhanced Drop Luck: +2% Drop Luck Factor. Status Resistance: Takes 50% less Poison, Flame and Frost damage. Stats Max Stamina: -10 Max Health: +127.5 Additional Damage Factor: -6% |
| Rare Clans - 12% Tier Chance | |
| Makomo | Skills Ghost Attendance Mode: Grants +100% Dash Speed Factor and +15% Sword Damage Factor. Passives Family Bond: +15% Water Damage Factor while partied with Makomo's or Sabito's family. Stats Max Health: +72 Block Regen: 10% Block Points: +4 |
| Sabito | Skills Ghost Attendance Mode: Grants +100% Dash Speed Factor and +15% Sword Damage Factor. Passives Family Bond: +15% Water Damage Factor while partied with Makomo's or Sabito's family. Expert Swordsman: +20% Katana mastery. Stats Additional Damage Factor: 10% Max Health: +75 |
| Susumaru | Skills None shown. Passives Party Buff: While partied with Susumaru or Yahaba, gain +10% Evil Art Damage Factor and +10% Additional Damage Factor. Tamari Regen: Landing a Tamari skill restores 5% of Max Stamina and grants +2% Additional Damage Factor for 5 seconds. Stats Max Health: +60 Additional Damage: 50% Additional Damage Factor: 9% |
| Urokodaki | Skills None shown. Passives Water Breathing Affinity: +15% Water Damage Factor and -10% Water Stamina Cost Factor. Breathing Discipline: +25% Water Breathing mastery and +5% Exp Factor. Instructor's Intuition: Party members within 15 meters gain +6 Max Stamina and +5% Stamina Regen Speed. Maskful Sight: While wearing any mask, night vision reaches 50% further, and stacks with Lanterns. Mask of the Master: Wearing any mask grants +15% Damage Reduction Factor. V0.18 fixes the effect disappearing after the user dies or switches save slots. Stats Max Health: +69 Movement Speed Factor: 4% Additional Damage Factor: 9% |
| Yahaba | Skills Disruption Pulse: A blast around the user that knocks nearby enemies back a short distance and applies -10% Additional Damage Factor and -10% Movement Speed Factor for 3 seconds. Comboable. Passives Party Buff: While partied with Susumaru or Yahaba, gain +10% Evil Art Damage Factor and +10% Additional Damage Factor. Arrow Regen: Landing an Arrow Evil Art skill grants +5% Stamina Regen Speed for 5 seconds. Stats Additional Damage Factor: 10% Max Health: +64.5 |
| Uncommon Clans - 23% Tier Chance | |
| Aori | Passives Family Bond: +5% Health Regen Speed while partied with another member of the family: Aori, Aoshima, Kaneki, Kurotsume, or Yamagiri. Stats Max Health: +39 Movement Speed Factor: 3% Additional Damage Factor: 5% |
| Aoshima | Passives Family Bond: +5% Health Regen Speed while partied with another member of the family: Aori, Aoshima, Kaneki, Kurotsume, or Yamagiri. Stats Max Health: +36 Movement Speed Factor: 4% Additional Damage Factor: 5% |
| Kaneki | Passives Family Bond: +5% Health Regen Speed while partied with another member of the family: Aori, Aoshima, Kaneki, Kurotsume, or Yamagiri. Stats Max Health: +40.5 Movement Speed Factor: 5% Additional Damage Factor: 5% |
| Kurotsume | Passives Family Bond: +5% Health Regen Speed while partied with another member of the family: Aori, Aoshima, Kaneki, Kurotsume, or Yamagiri. Stats Max Health: +34.5 Movement Speed Factor: 5% Additional Damage Factor: 5% |
| Yamagiri | Passives Family Bond: +5% Health Regen Speed while partied with another member of the family: Aori, Aoshima, Kaneki, Kurotsume, or Yamagiri. Stats Max Stamina: +22 Max Health: +42 Stamina Regen Speed: 5% |
| Common Clans - 60% Tier Chance | |
| Ando | Stats Max Health: +16.5 |
| Aokawa | Stats Additional Damage Factor: 3% |
| Fujiwara | Stats Max Stamina: +9 |
| Fukukoshi | Stats Movement Speed Factor: 2% |
| Hagiwara | Stats Health Regen Speed: 2% |
| Hozumi | Stats Block Points: +3 |
| Kanzaki | Stats Additional Damage: 20% |
| Kazetani | Stats Stamina Regen Speed: 2% |
| Kuroaki | Stats Max Health: +13.5 |
| Kurosaki | Stats Block Regen: 10% |
| Mori | Stats Damage Reduction: +1 |
| Saito | Stats Additional Damage Factor: 2% |
| Sakurai | Stats Max Stamina: +7 |
| Suzuki | Stats Damage Reduction Factor: 1% |
| Toka | Stats Movement Speed Factor: 2% |
| Tsukino | Stats Max Health: +18 |
| Yukimori | Stats Additional Damage: 30% |
RELATED: Slayers 2 Blood Demon Arts Tier List
Best Slayers 2 Clans by Playstyle
If you don't care which Clan technically ranks one position higher and just want the best option for your character, use the recommendations below. The revised kits make the difference between universal Clans and specialist Clans even clearer: some are strong on almost anything, while others become ridiculous only after the right Breathing Style, Blood Demon Art, weapon, or party setup clicks into place.
If you already know what kind of build you want to play, these are the clans I’d prioritize:
- Best all-rounder - Uzui: Musical Score now avoids the recorded skill for two seconds and has a much shorter cooldown, while Enhanced Hearing, Vital Draw, poison immunity, Supreme stats, and progression value cover far more than the natural Sound build.
- Best for raw offense - Rengoku: If your plan is to hit hard and keep the pressure on, Rengoku is difficult to beat. Its huge Additional Damage Factor, burn effects, weapon mastery, and Heart Ablaze Mode make it especially nasty with Flame and Katana setups.
- Best defensive bruiser - Himejima: Stone Skin, M1 reflection, Block Regen, and skill-to-M1 pressure keep it S despite the mark and Block Point nerfs. Douma is the alternative for evasion and clone-based recovery rather than standing in a trade.
- Best Demon clan - Kamado: Sun Immunity, Regen Adrenal, Indomitable Will, low-health defense, and excellent stats still make Kamado the cleanest Demon package. Headbutt no longer disables block, and Combat Intuition converts at 0.07 rather than 0.1 in Ranked, so the Clan now wins through breadth rather than one easy guard sequence.
- Best counter-based clan - Soyama: Bell Splitter and Combat Intuition reward good reads and successful offense. Every counter now has more windup, and Shockwave’s Compass Needle has a 16-second Ranked cooldown, so this is a prediction-heavy build rather than a panic-button collection.
- Mobility shortlist - Agatsuma, Sabito, and Iguro: Agatsuma suits Thunder pursuit, Sabito supplies a strong dash mode for sword play, and Iguro retains active Flash Step repositioning. Iguro’s passive movement factor is now 5%, so it is no longer my automatic mobility winner.
- Best Water clan - Tomioka: Tidal Blood slows by 20% for five seconds, and three Water’s Clarity stacks add 15% Water damage. Flowing Motion and Flowing Counter remain excellent in PvE and longer fights, but Water’s Ranked-only nerfs reduce the number of safe conversions. Urokodaki remains the easier progression and defensive alternative.
- Best Thunder specialist - Agatsuma: Sleepless Knight supplies Thunder damage, dash speed, and cooldown reduction. V0.2 makes Godspeed faster and gives Z and X 25% more damage against NPCs and bosses, although Ranked reduces Godspeed’s guard pressure and prevents it from catching during the first 0.2 seconds.
- Best Wind specialist - Shinazugawa: Windstorm Vigor supports strict-stun confirmation on Z and V, while the existing block-pressure and speed buffs remain intact. V0.2 adds 30% damage to Z and hyper armor to held V, improving both the payoff and the reliability of its main routes.
- Best Insect/Poison specialist - Kocho: Poison Draw Mode grants Insect damage, movement, dash speed, poison damage, and cooldown reduction. V0.2 adds more Z scaling, more Z and V block damage, better C movement and range, cheaper held V stamina drain, and a 25% stronger ultimate. The older startup and invincibility nerfs still keep Kocho in A rather than S.
- Best party damage support - Shabana: Core Detachment and Siblings Bond still create an exceptional coordinated window. Blood Manipulation and Sickles remain weaker than their launch versions, but Obi’s stronger guard damage, faster and harder-hitting traps, and uninterruptible ultimate give Shabana a much better current offensive pairing.
- Best pure support clan - Tamayo: Pharmaceutical Skills combines a 20% Max Health heal with a full cooldown reset, while Demon Coagulant and Blood Bewitchment control the enemy’s output and resources. V0.2’s much stronger stats remove the old solo-play penalty and push Tamayo into S tier.
- Best progression/farming clan - Ubuyashiki: Bonus EXP, Drop Luck, broad status resistance, and a summon make it excellent for farming and general progression, even if its combat stats are noticeably weaker.
Keep clan, weapon, and style effects separate. Axe and Mace’s 5% swing-speed and damage buff improves Himejima’s natural weapon pairing, while the large Sickle nerfs still weaken Shabana/Blood builds. Series weapon effects now persist through Water’s Whirl Pool, Water Wheel, Constant Flux, and Dead Calm, fixing an important Tomioka and Urokodaki compatibility problem. A clan mark can amplify a confirmed route, but it cannot recreate a weapon link the patch removed. Exact cross-skill confirms remain TBA.
Ranked V0.2 makes native Clan tools more important. Refinement bonuses count at half strength and automatic out-of-combat healing is disabled, while skill, item, and passive healing still works. That improves the practical value of Tamayo’s ring, Kamado’s Regen Adrenal, Douma’s recovery, and other built-in sustain without turning every healing Clan into S tier. Outside Ranked, the previous Firstlight and Nightfall equipment interactions remain available to everyone.
What Makes a Clan S Tier?
For Clan rankings, I'm paying particularly close attention to five things. First is combat value. Extra health, damage, stamina, defensive bonuses, unique attacks, counters, block-breaking tools, and similar effects can immediately push a Clan upward.
Then there's utility. A Clan doesn't necessarily need to increase damage if it gives you something equally valuable, such as mobility, crowd control, summons, status resistance, or another effect that's difficult to obtain elsewhere.
Build synergy is a major factor. A specialist can earn S when its strongest setup has a practical advantage, which is why Shinazugawa stays there after Wind gains more Z damage and held-V armor on top of its established pressure. Kocho rises to the front of A because its Insect bonuses amplify a much stronger V0.2 base kit, while Tomioka remains excellent despite Water’s Ranked-only checks. I judge the complete current build, including those limitations.
I also care about progression value. Bonuses to EXP, drops, currency, training, or other forms of progression can save a ridiculous amount of time over the course of an entire character. Finally, there is consistency. I'd rather have several useful effects that benefit me constantly than one spectacular gimmick that works once every five minutes.
How to Reroll Your Clan in Slayers 2
To reroll your Clan in Slayers 2, go back to the character customization/Clan roll screen and spend a Clan Spin. Each roll gives you a new Clan, so don't mash through the screen without checking what you've hit. The game gives you protection before replacing higher-rarity rolls, but I still make a habit of reading the Clan first. Losing the perfect specialist for your build because you were hypnotized by the Spin button is a very avoidable form of suffering.
Rolling or buying a new Clan preserves your Clan skill-tree progress. That removes one of the nastier progression costs from experimenting with another surname. You still replace the previous Clan and lose its current build effects, so rerolling is less wasteful, not consequence-free.
You can get more Spins from Slayers 2 codes and progression rewards, while paid options are also available from the roll screen. Codes change quickly, so check our codes page for the currently active freebies rather than relying on an old code copied into a guide.
Most importantly, don't reroll by rarity alone. Urokodaki is only Rare, for example, but I'd happily keep it on a Water character over several rarer Clans that don't help the build. Before spinning again, compare your Clan's Skills, Passives, stats, and synergies with what you're actually trying to play.
Should You Reroll Your Clan in Slayers 2?
My rule for rerolling is simple: reroll the build, not the color of the rarity tag. If your Clan actively supports what you're using, keep it until you have a real reason to replace it. Here's the short version:
- Supreme: Keep it. All four Supreme Clans are excellent and worth building around.
- Mythic: Usually keep it. Even the more specialized Mythics have enough stats and utility to justify serious testing before rerolling.
- Legendary: Check your build first. Kocho, Tomioka, and Shabana can be fantastic specialists, while Ubuyashiki has real progression value despite its combat penalties.
- Rare: Do not auto-reroll. Urokodaki and Sabito are excellent for Water/Katana setups, while Yahaba and Susumaru have useful Evil Art synergies.
- Uncommon: Good enough for leveling, especially if the stats fit what you're doing, but these are reasonable reroll targets once you have spare Spins.
- Common: Usually reroll once you have Spins to spare. They're single-stat starter Clans with no proper kit behind them.
Slayers 2 Clans FAQ
Uzui is my early V0.2 pick for the best overall Clan. Musical Score now dodges a recorded skill for two seconds, its cooldown falls from 56.25 to 42.19 seconds, and Vital Draw’s Muscle effect lasts 11 seconds. Kamado remains the easiest premium all-rounder and the best Demon Clan.
You can get more Clan Spins from Slayers 2 codes and progression rewards, with paid options also available from the Clan roll screen. Codes change quickly, so check the current Slayers 2 codes list before spending anything.
Yes. Go to the character customization or Clan roll screen and use a Clan Spin. Rolling or buying a new Clan preserves your Clan skill-tree progress, but you still replace the previous Clan, so check its skills, passives, stats, and build synergy before confirming.
Uzui is my best overall Demon Slayer Clan after V0.2 because its marked damage window, repaired Musical Score defense, Supreme stats, poison immunity, and progression bonus work across many builds. Rengoku remains the safest offensive Flame and Katana pick, while Shinazugawa has the strongest dedicated Wind pairing.
Kamado remains my best Demon Clan. Sun Immunity removes an enormous Demon weakness, while Regen Adrenal keeps Health regenerating in combat for seven seconds. Headbutt no longer disables block and Combat Intuition converts at 0.07 in Ranked, but Kamado’s stats, control, sustain, and low-health defense still form the most complete Demon package.
No. Slayers 2 rebuilt the Clan system around Stats, active Skills, Passives, Modes, and more specialized build interactions. A returning Clan should be judged by its Slayers 2 kit rather than by where it ranked in the original Project Slayers.
The current in-game rarity chances are 60% Common, 23% Uncommon, 12% Rare, 4% Legendary, 0.9% Mythic, and 0.1% Supreme. These are rarity-tier chances rather than guaranteed individual odds for each Clan inside the tier.
Not automatically. Rarity tells you how difficult a Clan is to roll, not whether it is perfect for your build. Rare Urokodaki and Sabito are good examples of lower-rarity Clans that can be much more valuable when their Water and Katana synergies match your character.
No. Common Clans are essentially single-stat starter rolls, while Uncommon Clans add the shared Family Bond passive. Rare, Legendary, Mythic, and Supreme Clans can have much more elaborate combinations of Skills, Passives, Modes, and stat bonuses, depending on the Clan.
Uzui, Kamado, and Tamayo receive direct changes. Uzui gains a true two-second Musical Score dodge, a shorter cooldown, and a longer Muscle draw. Kamado loses Headbutt’s block shutdown and gets weaker Ranked Combat Intuition conversion. Tamayo gains much more Health, Stamina, damage, and +1 Damage Reduction.
No, but Kocho now leads A tier. Insect gains more Z scaling, more Z and V block damage, better C speed and range, lower V stamina drain, and a 25% stronger ultimate. Older startup and cooldown nerfs, removed V invincibility, and disabled Arena or Ranked death poison keep the Clan below S.
Iguro retains Flash Step, but its passive Movement Speed Factor is only 5%, Serpent V now starts 0.25 seconds slower, and its on-death poison is disabled in Arena and Ranked. It remains a good A-tier duelist rather than the automatic mobility winner; Agatsuma and Sabito are strong alternatives for their own builds.
Wind already had strict-stun routes, stronger block pressure, faster X and C startup, and a quicker ranged tornado. V0.2 adds 30% damage to Mountain Wind (Z) and hyper armor to held Whirlwind Cutter (V), giving Windstorm Vigor an even more dependable way to deliver its damage, movement, and stamina bonuses.
Ranked removes automatic out-of-combat Health regeneration and halves refinement bonuses, while healing from skills, items, and passives still works. Native sustain from Tamayo, Kamado, Douma, and similar Clans therefore matters more, while every counter’s longer windup makes Soyama and other counter-heavy builds less forgiving.
Yes. Uzui moves ahead of Kamado as my best overall Clan, Tamayo rises from A to S after a major stat buff, and Kocho moves to the front of A because its matching Insect kit receives broad all-mode improvements. Kamado stays S, but Headbutt and Ranked Combat Intuition are weaker.
Musical Score now dodges the recorded skill for two seconds instead of taking its damage, and its cooldown falls to 42.19 seconds. Vital Draw’s Muscle result lasts 11 seconds, while Enhanced Hearing still applies a 25% damage mark. Those changes add reliable defense to an already broad Supreme kit.
Yes. Insect Z gains much higher scaling, Z and V deal 30% more block damage, C travels faster and farther, held V drains less stamina, and the ultimate deals 25% more damage. Kocho remains A tier because the patch does not fully remove the build’s punishable startups and defensive limitations.
Yes. Tamayo now has 175 Max Health, 75 Max Stamina, 17% Additional Damage Factor, and +1 Damage Reduction. Those stats remove its old solo weakness, while Pharmaceutical Skills still heals 20% Max Health and resets every cooldown once per person. Tamayo is now an S-tier support and hybrid choice.
Huh, that was a long read, wasn't it? Thanks for sticking with me to the very end; I truly appreciate it! I'll continue updating the rankings above whenever new Clans are released, existing Clan effects are changed, or someone discovers a build ridiculous enough to make me reconsider half the tier list.
In the meantime, since you're already here, why not check out our other Slayers 2 guides and tier lists over at our dedicated section for the game. I guarantee you, you won't be disappointed!