Slayers 2 Clan Tier List – Best Clans (October 2026)

Your surname isn’t just for show in Slayers 2, so choose your family drama wisely, with the help of our Slayers 2 Clans Tier List.

Updated October 4, 2026 for V0.195: No Clan was directly rebalanced after Tomioka’s V0.182 buffs, so the tier order remains intact. Kamado is still my best overall Clan, Tomioka leads A tier for Water builds, and this pass adds the latest Firstlight, Nightfall, reroll, and Clan skill-tree context.

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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

S
Kamado game image

Kamado

SUPREME
Rengoku game image

Rengoku

SUPREME
Uzui game image

Uzui

SUPREME
Shinazugawa game image

Shinazugawa

MYTHIC
Soyama game image

Soyama

SUPREME
Himejima game image

Himejima

MYTHIC
A
Tomioka game image

Tomioka

LEGENDARY
Agatsuma game image

Agatsuma

MYTHIC
Douma game image

Douma

MYTHIC
Shabana game image

Shabana

LEGENDARY
Urokodaki game image

Urokodaki

RARE
Iguro game image

Iguro

MYTHIC
Tamayo game image

Tamayo

MYTHIC
Kocho game image

Kocho

LEGENDARY
Sabito game image

Sabito

RARE
B
Ubuyashiki game image

Ubuyashiki

LEGENDARY
Makomo game image

Makomo

RARE
Yahaba game image

Yahaba

RARE
Susumaru game image

Susumaru

RARE
Kaneki game image

Kaneki

UNCOMMON
Yamagiri game image

Yamagiri

UNCOMMON
Kurotsume game image

Kurotsume

UNCOMMON
Aoshima game image

Aoshima

UNCOMMON
Aori game image

Aori

UNCOMMON
C
Yukimori game image

Yukimori

COMMON
Kanzaki game image

Kanzaki

COMMON
Mori game image

Mori

COMMON
Kurosaki game image

Kurosaki

COMMON
Hozumi game image

Hozumi

COMMON
Aokawa game image

Aokawa

COMMON
Saito game image

Saito

COMMON
Tsukino game image

Tsukino

COMMON
Ando game image

Ando

COMMON
Suzuki game image

Suzuki

COMMON
Kuroaki game image

Kuroaki

COMMON
Fujiwara game image

Fujiwara

COMMON
Sakurai game image

Sakurai

COMMON
Hagiwara game image

Hagiwara

COMMON
Kazetani game image

Kazetani

COMMON
Fukukoshi game image

Fukukoshi

COMMON
Toka game image

Toka

COMMON

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 is the clearest current example: Wind already had strict-stun confirms, and V0.182 adds more block damage plus faster X and C pressure. Tomioka shows how far a specialist can rise without crossing into S, because its improved Water scaling and slow are exceptional once the correct build is online but contribute nothing to another Breathing Style.

RELATED: Slayers 2 Demon Slayer Progression Guide

The ranking is stable in V0.195, but the surrounding builds are not 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. Every Clan’s flat Health bonus remains 50% higher after V0.18. V0.195 then strengthens Firstlight armor with more Stamina and Damage Reduction, while Nightfall armor gains more damage and Stamina. Those are important build choices, but they do not belong to the Clan itself.

First Light still gives an emergency heal and four-second defensive window below 30% Health, while Nightfall Hunt adds 15% damage against enemies under the same threshold. Those effects 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 optimized interactions between Clan Health, +10 refinements, First Light, and Nightfall Hunt.

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.

Slayers 2 Clan Tier List
Clan Evaluation
S Tier - Best Clans in Slayers 2
Kamado
S Tier Supreme Ascendant 0.1% Tier Chance
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.
  • Kamado stays S as the broadest overall recommendation. Strong base stats, Indomitable Will, sustain, mobility, and guard disruption give it useful tools even when you change your weapon or combat style.
  • Headbutt helps create an opening, but the follow-up matters: after guardbreak stun ends, guard begins recharging from 25%, and another hit cancels that recharge. Keep your next threat ready without assuming every Headbutt-to-skill route is guaranteed.
  • Combat Intuition converts damage taken during its window into later offense. It can help recover a losing exchange, but taking extra hits on purpose can still get you killed before you spend the payoff.
  • Sun Immunity and Demon-only Regen Adrenal add especially strong Demon value. Improved Shockwave, Pyrokinesis, and Obi builds can use the broader stat package without needing a matching surname. Exact boss caps and damage-bonus stacking remain TBA.
Rengoku
S Tier Supreme Ascendant 0.1% Tier Chance
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.
  • Rengoku remains S for offense, with +26% base Additional Damage Factor and a strong Health/Stamina spread. V0.17 trims Flame Z’s windup by 20%, makes held V 50% faster, and shortens the pause before its second slash. Those are practical improvements to how often this specialist gets to spend its damage bonuses.
  • Flame Z now dashes down correctly to a slammed target, making the intended continuation more dependable. Heart Ablaze still adds damage, movement, stamina recovery, and retaliatory burn, but accepting an entire combo just to trigger the burn is a terrible trade against high-health refined builds.
  • Ignition Hit rewards the first M1 of a new string and several Flame attacks. The burn does not stack, so repeated applications should not be counted as separate damage streams. Master Swordsman keeps Katana progression and the finished weapon build pointed in the same direction.
  • Flame resistance and Indomitable Will immunity provide real defensive coverage, while the improved Flame startup gives Rengoku a cleaner offensive identity than most style-locked clans. Exact burn caps and optimized boss rotations on refined gear remain TBA.
Uzui
S Tier Supreme Ascendant 0.1% Tier Chance
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.
  • Uzui stays S as one of the best technical PvP clans. Enhanced Hearing keeps its 25% damage mark and 20% range increase, so it can establish the clan’s main offensive window without standing directly on top of the target.
  • Musical Score still captures with one activation and stuns the attacker when the recorded skill returns, but its cooldown is 25% longer and it no longer blocks the incoming damage. Treat it as an interruption and momentum swing, not a free damage-negation button; careless captures can still leave you losing the health trade.
  • Poison Conversion no longer heals from poison and instead grants full poison immunity. Immunity is more predictable and excellent into poison builds, but it removes a situational source of sustain. Vital Draw still offers healing, M1 evasion with a fist bonus, or a large stamina refill, although its random outcome prevents planning around one guaranteed result.
  • V0.182 restores Roar’s guardbreak, giving the natural Sound pairing a direct answer to passive blocking again. Z still has its added windup, the rest of Sound’s block damage remains reduced, and the ultimate does not continue after causing a guardbreak, but Uzui now has a much clearer way to convert the 25% mark into pressure.
Shinazugawa
S Tier Mythic Tank 0.9% Tier Chance
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.
  • Shinazugawa holds a high S-tier position because V0.182 turned an already strong Wind specialist into one of the nastiest complete PvP builds. Z, X, C, and V deal 30% more block damage, so Windstorm Vigor’s offensive bonuses pressure guarded opponents instead of waiting for a clean hit.
  • Wind Z and V still provide one-second strict-stun windows, while X and C start another 0.05 seconds faster and C’s ranged tornado travels 25% faster. Windstorm Vigor’s +20% Wind Damage Factor, +10% Additional Damage Factor, lower stamina costs, and movement now support faster catches, confirmed routes, and guard pressure in the same package.
  • The close-range ultimate no longer continues after it causes a guardbreak, although its long-range version still does. That keeps spacing relevant and stops the clan’s damage bonuses from turning every blocked point-blank ultimate into a full sequence.
  • Unyielding Spirit and Marechi’s Blade still create a dangerous low-health ceiling, but paying Max Health in the current longer-fight meta requires judgment. The broad bruiser stats, weapon mastery, and improved Wind confirms keep the practical build in S; exact boss resistance remains TBA.
Soyama
S Tier Supreme Ascendant 0.1% Tier Chance
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.
  • Soyama stays S for players who can turn a read into immediate offense. Combat Intuition banks successful damage while adding temporary defense, then converts that pressure into a Weapon, Breathing, or Demon Art bonus.
  • Shockwave remains a natural pairing despite Z and C losing 50% of their block damage. Z still strict-stuns on impact, C remains steerable, and X still breaks hyper armor, so the build loses guard bullying rather than the catches that let Soyama cash out Combat Intuition.
  • Bell Splitter punishes a read with stun, a movement slow, and reduced fist damage. A failed stance still prevents attacks for two seconds, and all counters now share one cooldown; pairing it with Shockwave or another counter gives you a different trigger, not a second independent defensive timer.
  • The higher-health meta rewards repeatable conversions more than one oversized burst, which suits Soyama as long as you keep landing. Exact Combat Intuition stacking, counter priority, and the best refined-gear cash-out rotation remain TBA.
Himejima
S Tier Mythic Sentinel 0.9% Tier Chance
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.
  • Himejima remains S for its complete bruiser package, even after its earlier Enhanced Hearing bonus fell from 25% to 20% and its Block Point bonus dropped from five to three. The mark, Block Regen, reflection, and defensive stats still contribute across weapons and styles.
  • Stone Skin combines M1 reflection with Damage Reduction Factor, movement, and regeneration. Himejima’s flat Health bonus remains 50% higher, while V0.195 makes Firstlight Top and Bottom stronger with 100 Stamina and 5% Damage Reduction each. First Light adds an emergency heal and damage reduction below 30% Health, but armor and reflection still do not make a lost trade free.
  • Repetitive Action rewards skill damage followed by M1s. Axe and Mace receives another 5% swing-speed and damage increase in V0.17, partially improving the weapon’s earlier speed-for-power tradeoff. The final attack-speed and reduction formulas still need direct testing rather than adding every percentage together on paper.
  • Stone’s tap V guardbreak and armored ultimate preserve strong close-range threat, while the clan’s defensive package remains useful even on another setup. Himejima is not the fastest S-tier pick, but it is one of the hardest to push out of a fight.
A Tier - Excellent Clans
Tomioka
A Tier Legendary Technician 4% Tier Chance
Key stats: +117 Health · +24 Stamina · +15% Additional Damage Factor
Best fit: Water Breathing, longer fights, economy/progression.
  • Tomioka sits at the front of A tier after V0.182 substantially improved both Water-specific passives. Tidal Blood slows targets struck by Water skills by 20% for five seconds, up from 10% for three. The stronger, longer slow helps later Water hits stay connected instead of acting like a minor inconvenience.
  • Water’s Clarity now grants 5% Water Damage Factor per stack instead of 3%, still stacking three times. A fully developed combat window therefore reaches 15% Water damage alongside the stamina-cost reductions, giving Tomioka a much stronger bossing and extended-duel payoff.
  • Flowing Motion resets two random skills, which becomes more valuable after the 50% Clan-health increase makes second rotations more common. It can produce brutal extensions, but the random selection still prevents you from promising the same route every time.
  • Flowing Counter keeps the 15% next-Water-skill reward after a successful block, while Surface Slash retains approach i-frames and Series weapons now keep their effects through Water skills. Tomioka has an S-tier Water ceiling, but remains A because most of its premium value disappears if you change Breathing Style.
Agatsuma
A Tier Mythic Phantom 0.9% Tier Chance
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.
  • Agatsuma holds A as an excellent Thunder specialist. The replacement dash carries normal dash momentum, but Thunder Z takes longer to start and X can be perfect blocked. Better dash behavior does not erase those defensive answers.
  • Sleepless Knight retains Thunder damage, dash speed, and cooldown reduction once charged. Use the movement to punish an occupied target and reserve a way out; repeated predictable entries are easier to answer than the old S-tier recommendation suggested.
  • Enhanced Hearing still grants Agatsuma its own 20% damage mark. Uzui’s increase to 25% does not apply here. Thunder C finishing sooner helps its pressure, but exact routes into the strongest marked burst remain TBA.
  • The below-60%-health damage and stamina bonuses reward a controlled comeback, while the above-90%-health attack-speed penalty is a real opening tradeoff. A tier respects the strong specialist ceiling without assuming the pre-patch Thunder plan still lands unchanged.
Douma
A Tier Mythic Tank 0.9% Tier Chance
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.
  • Douma remains a strong A-tier defensive pick. Extrasensory Perception’s attack dodges and Speed & Reflex’s clone return can recover an exchange in ways that a larger Health number cannot.
  • Ice Manipulation is still the natural control pairing, but V0.17 lowers Z’s block damage, adds a 0.1-second windup and three seconds of cooldown to X, and prevents X from being inserted freely mid-combo. Only the ultimate’s final hit now guardbreaks, so the clan can no longer lean on the old Ice pressure route.
  • Being able to return to the clone while stunned remains valuable against combo pressure. We still need more time to assess its priority against strict stuns, grabs, and the current ranked latency before treating it as an answer to every catch.
  • Poison/Flame resistance and Evil Art/Weapon mastery support alternative builds, which is why Douma does not fall with Ice. A tier reflects a strong defensive ceiling that depends on clone placement and timing; exact recovery interactions remain TBA.
Shabana
A Tier Legendary Titan 4% Tier Chance
Key stats: +108 Health · +25 Stamina · +13% Additional Damage Factor · +5% Movement Speed Factor
Best fit: Demon builds, M1 pressure, bosses, coordinated parties.
  • Shabana remains A overall, with an S-tier ceiling in a coordinated group. Core Detachment gives the user and nearby allies a major damage, Max Health, and defensive window, with a short linger after leaving. The broader gear-health increase makes exact stacking and healing interactions worth retesting.
  • Poison Generation adds stacking percentage-Max-Health Blood Poison to M1s. That remains valuable in longer fights, but boss caps and practical stacking limits are still TBA. Kocho and Iguro losing on-death poison in Arena/Ranked does not establish the same restriction for Shabana’s separate Blood Poison.
  • Blood Manipulation remains heavily nerfed, although V0.182 adds 10% PvE scaling to On Slaught (C). The required Sickles still have weaker Z damage, scaling, speed, and block pressure, plus reduced X block damage. Blood/Sickles is usable for farming, but it is no longer the pairing carrying Shabana’s tier.
  • Obi is now the cleaner offensive partner. Its Z, X, and C gain much stronger block damage, V traps trigger 25% faster and deal 30% more damage, and the ultimate cannot be interrupted. Siblings Bond and Core Detachment still reward organized parties, so Shabana’s coordinated ceiling improves even though solo performance remains less consistent.
Urokodaki
A Tier Rare Technician 12% Tier Chance
Key stats: +69 Health · +9% Additional Damage Factor · +4% Movement Speed
Best fit: Water Breathing, mask users, progression and party play.
  • Urokodaki remains A as the easy-to-use Water specialist. Its Water damage and stamina efficiency still apply on every rotation, even though Whirlpool loses its stun escape and Water Wheel tap now uses regular rather than strict stun.
  • Mask of the Master grants +15% Damage Reduction Factor while wearing a mask. V0.18 fixes the effect disappearing after death or a save-slot switch, so Urokodaki’s main defensive passive is finally dependable across normal play sessions. Water Surface Slash’s approach i-frames add another layer without turning the entire attack into invulnerability.
  • Water mastery, EXP, and nearby-party stamina support make Urokodaki especially comfortable for progression. The Water Wheel hold threshold rising to 0.25 seconds also reduces accidental hold casts, improving control even though it is not a direct power buff.
  • Choose Urokodaki for passive consistency or Tomioka for the higher active ceiling. Tomioka’s V0.182 slow and Clarity buffs create the stronger optimized Water build, while Urokodaki remains easier to use and excellent for progression. Sustained equal-gear boss rotations remain TBA.
Iguro
A Tier Mythic Duelist 0.9% Tier Chance
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.
  • Iguro remains A after the earlier passive Movement Speed Factor reduction from 25% to 5%. Flash Step still supplies active repositioning, but V0.17 removes another source of PvP value: Iguro’s on-death poison is disabled in the PvP Arena and Ranked.
  • Kaburamaru retains homing pressure, percentage-Max-Health bites, poison, and a close bind during ordinary combat. Exact boss caps and guaranteed attacks inside the bind remain TBA; percentage-health damage is not automatically uncapped boss damage.
  • Serpent’s Wrath and Master Swordsman support Serpent/Katana builds, but Serpent V gains another 0.25 seconds of windup. C also has its shorter range from the previous patch, while X protects the grabbed target from everyone except Iguro, reducing coordinated burst value.
  • The result is a capable duel specialist rather than a universal mobility pick. Plan Flash Step and Kaburamaru around a real opening instead of expecting passive speed or an Arena death proc to rescue a bad approach.
Tamayo
A Tier Mythic Titan 0.9% Tier Chance
Key stats: +112.5 Health · +25 Stamina · +12% Additional Damage Factor · +4% Health Regen
Best fit: Support, parties, PvE and coordinated boss runs.
  • The base stats are underwhelming for a Mythic, but Pharmaceutical Skills makes up for a lot: a 20% Max Health heal plus a full cooldown reset can swing an entire encounter.
  • Demon Coagulant gives Tamayo actual offensive disruption by holding targets and cutting their Additional Damage Factor by 20%.
  • Blood Bewitchment punishes opponents for attacking into your aura with movement, stamina, and Block Regen debuffs.
  • Solo players will feel the weak stat line more. In coordinated PvE, though, Tamayo is the sort of support Clan everyone loves having when their cooldowns are empty. I need more raid and party testing before deciding whether the cooldown reset is enough to push it into S Tier.
Kocho
A Tier Legendary Phantom 4% Tier Chance
Key stats: +112.5 Health · +26 Stamina · +12% Additional Damage Factor · +5% Movement Speed
Best fit: Insect Breathing, Poison and mobile sword builds.
  • Kocho stays A, but V0.17 reshapes it into a much more explicit Insect specialist. While Poison Draw Mode is active, Kocho gains +20% Insect damage, +10% movement speed, +15% dash speed, +10% poison damage, and 5% cooldown reduction.
  • The old stamina-drain passive is removed, and Kocho’s on-death poison no longer works in the PvP Arena or Ranked. Those changes take away two irritating PvP gimmicks, so the clan now earns its value by winning while alive and actually converting the Poison Draw window.
  • Insect still carries the V0.17 startup, range, and safety nerfs, but V0.182 improves its practical loop. Hundred-Legged Zigzag begins chasing one second sooner and drops from a 20-second cooldown to 18, while Fluttering Sting falls from 18 seconds to 16. V’s 4% Max Stamina drain remains manageable, although cast invincibility is still gone.
  • Aerial Mastery still gives +25% airborne Sword damage, while Poison Draw’s movement and cooldown bonuses stack neatly with the latest base-kit improvements. The specialist ceiling keeps Kocho in A and makes repeated pressure less clumsy, but telegraphed starters and limited protection still leave it below the best clans. Poison refresh rules and boss caps remain TBA.
Sabito
A Tier Rare Duelist 12% Tier Chance
Key stats: +75 Health · +10% Additional Damage Factor
Best fit: Water Breathing and Katana builds.
  • Ghost Attendance gives +100% Dash Speed Factor and +15% Sword Damage Factor, exceptional combat value for a Clan in the Rare pool.
  • Expert Swordsman adds +20% Katana mastery, so progression and the eventual end build naturally point in the same direction.
  • The Family Bond Water bonus is party-dependent, and Water’s V0.17 stun rollback makes it harder to treat every starter as a guaranteed route. Sabito still supplies mobility and Sword damage independently of those lost strict stuns.
  • Sabito lacks the toolbox of a Supreme Clan, but it remains A as a focused Water/Katana pick. The increased gear-health environment favors its repeatable mobility more than a single fragile combo assumption.
B Tier - Good, Usable Clans
Ubuyashiki
B Tier Legendary Titan 4% Tier Chance
Key stats: +127.5 Health · -10 Stamina · -6% Additional Damage Factor
Best fit: Farming, progression, utility and PvE.
  • Ubuyashiki is bizarre but useful: +10% EXP and +2% Drop Luck immediately make it attractive when you're farming rather than sweating over PvP.
  • Soothing Voice disabling an opponent's block for five seconds is genuinely strong, and the Demon Slayer summon works in both PvP and PvE.
  • Self-Destruct brings another unusual offensive option, while 50% resistance to Poison, Flame, and Frost gives the clan respectable defensive utility.
  • The problem is the stat penalty. Losing Stamina and Additional Damage Factor is a serious price, so this is much easier to recommend as a progression clan than a pure combat clan.
Makomo
B Tier Rare Sentinel 12% Tier Chance
Key stats: +72 Health · +10% Block Regen · +4 Block Points
Best fit: Defensive Water/Katana builds.
  • Makomo stays B for defensive Water/Katana play. Ghost Attendance adds dash speed and Sword damage, giving the clan a practical offensive option alongside its guard stats.
  • Water’s improved X extension and faster Wheel tap make the pairing more useful, but do not prove every dash-to-sword follow-up is guaranteed. Learn the contact range before spending the next skill.
  • Extra Block Points and Block Regen help defense, but post-guardbreak recharge can be canceled by another hit. Find space to recover rather than expecting the bonus to carry you through uninterrupted pressure.
  • The Water damage Family Bond needs a matching party. Urokodaki offers more consistent solo Water bonuses and mask defense, while Tomioka brings resets. Makomo remains viable when its defensive and party strengths suit your character.
Yahaba
B Tier Rare Technician 12% Tier Chance
Key stats: +64.5 Health · +10% Additional Damage Factor
Best fit: Arrow Evil Art and Demon party builds.
  • Yahaba stays B as an Arrow specialist. Arrow’s faster held Z, armored X continuation, and longer ultimate travel improve the opportunities to land skills and trigger Arrow Regen. They do not guarantee every ranged approach will connect.
  • Disruption Pulse adds a close punish with movement and damage debuffs. Its combo potential is useful, but knockback still needs a follow-up that reaches the target; exact post-patch links remain TBA.
  • Arrow Regen supports repeated exchanges after a skill lands. It grants stamina regeneration rather than a full refund, so misses and expensive pursuit can still leave you without defensive resources.
  • The Susumaru/Yahaba party bonus adds more Evil Art and general damage. That raises the group ceiling, but the smaller baseline kit and unresolved PvP confirms keep Yahaba B.
Susumaru
B Tier Rare Technician 12% Tier Chance
Key stats: +60 Health · +9% Additional Damage Factor · 50% Additional Damage as displayed
Best fit: Tamari and Evil Art builds.
  • Tamari skills restore 5% Max Stamina and temporarily add another 2% Additional Damage Factor, giving the intended build a nice offensive loop.
  • The Susumaru/Yahaba party effect is strong when available, adding both Evil Art damage and general Additional Damage Factor.
  • The separate 50% Additional Damage stat is potentially important, but its exact scaling versus Additional Damage Factor is still TBA. Until I can isolate what that number is actually doing, I'm not inflating Susumaru's placement based on it alone.
Kaneki
B Tier Uncommon Titan 23% Tier Chance
Key stats: +40.5 Health · +5% Movement Speed · +5% Additional Damage Factor
Best fit: General early-game use.
  • Kaneki is the strongest general-purpose member of the Uncommon family group, combining its best movement bonus with the highest Health of the offensive variants.
  • The extra 5% Additional Damage Factor is universally useful instead of forcing you into one Breathing Style or Evil Art.
  • Family Bond can also add 5% Health Regen in a matching party. Nothing flashy, but this is a perfectly respectable roll while you're building your character.
Yamagiri
B Tier Uncommon Titan 23% Tier Chance
Key stats: +42 Health · +22 Stamina · +5% Stamina Regen
Best fit: Stamina-hungry leveling builds.
  • Yamagiri trades the other Uncommons' damage and movement for a much healthier stamina package.
  • Extra Max Stamina plus 5% Stamina Regen helps repeated skills and movement. It does not reduce Insect V’s drain as a percentage of the maximum bar; exact channel duration with regeneration remains TBA.
  • Family Bond adds another 5% Health Regen when grouped with the matching clan family, making Yamagiri a comfortable early-game sustain choice.
Kurotsume
B Tier Uncommon Titan 23% Tier Chance
Key stats: +34.5 Health · +5% Movement Speed · +5% Additional Damage Factor
Best fit: General mobility/offense while leveling.
  • Five percent movement and five percent Additional Damage Factor is a clean, universally useful pair of bonuses.
  • Kurotsume gives up a little Health compared with Kaneki, which is basically the only reason it sits below it.
  • The shared Family Bond regeneration is a nice extra in parties, but this remains a temporary good roll rather than something you'd build an endgame character around.
Aoshima
B Tier Uncommon Titan 23% Tier Chance
Key stats: +36 Health · +4% Movement Speed · +5% Additional Damage Factor
Best fit: General early-game offense.
  • Aoshima has no gimmick to play around: you simply get Health, movement, and a small universal damage increase.
  • That's enough to make it useful while progressing, particularly before you've settled on a permanent Breathing or Demon Art setup.
  • It loses to Kaneki and Kurotsume on raw movement efficiency, but we're talking about inches rather than worlds.
Aori
B Tier Uncommon Titan 23% Tier Chance
Key stats: +39 Health · +3% Movement Speed · +5% Additional Damage Factor
Best fit: General early-game use.
  • Aori gives you the same 5% Additional Damage Factor as the other offensive Uncommons, with a slightly more Health-heavy spread.
  • The lower movement bonus puts it behind Kaneki, Kurotsume, and Aoshima for me, but the difference isn't large enough to make it a bad roll.
  • Family Bond's Health Regen gives it a little more value in a matching party.
C Tier - Starter Rolls and Limited Bonuses
Yukimori
C Tier Common Technician 60% Tier Chance
Bonus: 30% Additional Damage as displayed
Best fit: General offense, pending exact stat scaling.
  • Yukimori has the most eye-catching offensive number among the Commons, which at least makes it worth noticing before you instantly hit reroll.
  • Additional Damage is presented separately from Additional Damage Factor, and its exact practical scaling is still TBA. I'm not treating this as a straight 30% final-damage increase until I can isolate it properly.
  • With no skills or passives behind it, Yukimori still has a much lower ceiling than any proper build-defining clan.
Kanzaki
C Tier Common Technician 60% Tier Chance
Bonus: 20% Additional Damage as displayed
Best fit: Basic offensive leveling.
  • Kanzaki is essentially the weaker version of Yukimori's raw Additional Damage roll.
  • The exact scaling of the separate Additional Damage stat is still TBA, and there is no broader kit to fall back on while I test it.
  • Fine as a starting roll; not something I'd protect once better clans start appearing.
Mori
C Tier Common Tank 60% Tier Chance
Bonus: +1 Damage Reduction
Best fit: Basic defensive builds.
  • Flat Damage Reduction is universally relevant and is more appealing to me than several of the tiny Common resource bonuses.
  • Unfortunately, +1 is all Mori does. There is no active skill, scaling passive, or build synergy to raise the ceiling.
  • Useful at the beginning; completely overshadowed once proper defensive clans become available.
Kurosaki
C Tier Common Sentinel 60% Tier Chance
Bonus: +10% Block Regen
Best fit: Block-heavy playstyles.
  • Ten percent Block Regen is at least a coherent defensive bonus rather than a handful of generic points.
  • Players who block properly will get more from Kurosaki than someone who relies entirely on dodging and aggression.
  • Himejima and Makomo show how much stronger block-focused clan packages can get, so Kurosaki remains a starter option.
Hozumi
C Tier Common Sentinel 60% Tier Chance
Bonus: +3 Block Points
Best fit: Defensive early-game characters.
  • The extra Block Points can buy you another little bit of breathing room before your guard collapses.
  • That's useful in principle, but Hozumi doesn't provide anything once the fight moves beyond blocking.
  • It works as training wheels for a defensive player, not as a long-term clan choice.
Aokawa
C Tier Common Technician 60% Tier Chance
Bonus: +3% Additional Damage Factor
Best fit: Any early offensive build.
  • A universal 3% Additional Damage Factor is never useless, which makes Aokawa one of the cleaner Common rolls.
  • It works regardless of your eventual Breathing Style, Demon Art, or weapon.
  • Three percent simply isn't enough to compete with clans giving double-digit damage bonuses plus actual abilities.
Saito
C Tier Common Technician 60% Tier Chance
Bonus: +2% Additional Damage Factor
Best fit: Generic early offense.
  • Saito's bonus works with basically everything, which is preferable to having a completely dead stat for your build.
  • The issue is simple: Aokawa does the exact same job better, and higher-rarity clans leave both of them in the dust.
  • Keep it only until the spinner decides to stop being rude.
Tsukino
C Tier Common Titan 60% Tier Chance
Bonus: +18 Max Health
Best fit: Generic early survivability.
  • Tsukino provides the largest pure Health bonus among the Common clans here.
  • Extra Health works in every activity, so at least you never have to build around it.
  • The amount is tiny compared with Rare-and-above Health bonuses, making it a short-term convenience rather than a reason to stop rolling.
Ando
C Tier Common Titan 60% Tier Chance
Bonus: +16.5 Max Health
Best fit: Generic early survivability.
  • Ando gives a straightforward Health bump with no conditions attached.
  • That's useful during the earliest progression, but Tsukino already does the same thing slightly better.
  • There isn't enough here to justify keeping it once you have spare spins.
Suzuki
C Tier Common Tank 60% Tier Chance
Bonus: +1% Damage Reduction Factor
Best fit: Basic defensive play.
  • Damage Reduction Factor is a good stat to have, but one percent is simply too small to define a build.
  • Compare it with Urokodaki gaining 15% from a mask or Supreme clans starting with 6% before their other effects and the gap becomes obvious.
  • It technically helps everywhere; it just doesn't help very much.
Kuroaki
C Tier Common Titan 60% Tier Chance
Bonus: +13.5 Max Health
Best fit: Basic leveling.
  • The new +13.5 Max Health bonus is better than literally nothing, which is about the highest praise I can give Kuroaki.
  • Tsukino and Ando already provide stronger versions of the exact same bonus.
  • There is no skill, passive, or specialist interaction here to compensate.
Fujiwara
C Tier Common Technician 60% Tier Chance
Bonus: +9 Max Stamina
Best fit: Early stamina management.
  • Nine extra Stamina gives you a little more room for abilities, movement, and extended fights.
  • Resource-heavy builds will feel it more than everyone else, but the increase is still very modest.
  • Once you see how much Stamina proper clans provide, Fujiwara becomes an easy reroll.
Sakurai
C Tier Common Technician 60% Tier Chance
Bonus: +7 Max Stamina
Best fit: Early stamina management.
  • Sakurai is Fujiwara with an even smaller Stamina bonus.
  • It can smooth out the earliest part of progression, but seven points aren't changing the way you play.
  • There's no reason to prefer it once virtually any higher-rarity option appears.
Hagiwara
C Tier Common Titan 60% Tier Chance
Bonus: +2% Health Regen Speed
Best fit: Light sustain while leveling.
  • Health Regen is comfortable to have during questing and repeated PvE fights.
  • Two percent is nowhere near enough to compete with clans that combine regeneration with actual Health, damage, and defensive effects.
  • Useful quality of life; not meaningful build power.
Kazetani
C Tier Common Technician 60% Tier Chance
Bonus: +2% Stamina Regen Speed
Best fit: Early stamina sustain.
  • More Stamina Regen always helps, especially before your build has other resource-management tools.
  • At only two percent, though, this is more background convenience than something you'll actively notice in a fight.
  • Yamagiri is the obvious upgrade if you want the same general idea with actual substance behind it.
Fukukoshi
C Tier Common Phantom 60% Tier Chance
Bonus: +2% Movement Speed Factor
Best fit: General movement.
  • Movement Speed is one of those stats that's never truly bad, because Slayers 2 gives you plenty of reasons to move.
  • Two percent is a modest boost beside dedicated dash tools such as Sabito’s Ghost Attendance. Iguro’s passive movement bonus has also fallen to 5%, so the old 25% comparison no longer applies.
  • Take the free speed while you have it, then keep spinning.
Toka
C Tier Common Phantom 60% Tier Chance
Bonus: +2% Movement Speed Factor
Best fit: General movement.
  • Toka is functionally the same proposition as Fukukoshi: a tiny universal movement boost.
  • It helps everywhere but specializes in nothing, and two percent isn't enough to materially change combat.
  • Perfectly harmless as a first roll, completely replaceable as soon as something better appears.

RELATED: Slayers 2 Breathing Styles Tier List – Best Breathing Styles Ranked

Best Clan in Slayers 2

Kamado remains my pick for the best overall Clan in Slayers 2. Its broad combination of stats, Indomitable Will, guard disruption, low-health defense, sustain, and Combat Intuition works across a wide range of setups. Demons also gain Sun Immunity and Regen Adrenal, making particularly good use of the complete kit.

Rengoku, Uzui, Shinazugawa, Soyama, and Himejima complete my S Tier. Rengoku remains the safest offensive Slayer pick, while Shinazugawa now combines Wind’s strict stuns with 30% more block damage on four moves and faster X and C pressure. Uzui remains excellent despite Musical Score’s defensive nerf because Sound regains a true guardbreak on Roar. Soyama keeps its strong conversion game, and Himejima remains the most complete defensive bruiser.

Tomioka leads A tier after Tidal Blood improved to a 20% slow for five seconds and Water’s Clarity rose to 5% Water damage per stack. Agatsuma, Iguro, and Kocho remain strong specialists, while Urokodaki gains reliability from the Mask of the Master persistence fix. None becomes an automatic S-tier Clan because its best value still depends heavily on the correct style or setup.

RELATED: All Slayers 2 Trainer and NPC Locations

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 FeatureWhat it Does
StatsIncrease or modify your character's stats.
SkillsUnique abilities that you actively use.
PassivesEffects that remain active without needing to be triggered. Some may also come with drawbacks.
ModeCertain 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:

RarityRarity Tier ChanceNumber of Clans
Supreme0.1%4
Mythic0.9%6
Legendary4%4
Rare12%5
Uncommon23%5
Common60%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.

All Slayers 2 Clans, Skills, Stats and Passives
Clan Skills, Stats & Passives
Supreme Clans - 0.1% Tier Chance
Kamado
Supreme · 0.1% Tier Chance Ascendant
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. 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.
Headbutt: The user pulls their head back then snaps forward, knocking the opponent straight down instead of backward and leaving their guard useless for 3 seconds.
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
Supreme · 0.1% Tier Chance Ascendant
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
Supreme · 0.1% Tier Chance Ascendant
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
Supreme · 0.1% Tier Chance Ascendant
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 6 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 still stuns the attacker but no longer blocks that skill’s damage. Its cooldown is also 25% longer in V0.17. 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
Mythic · 0.9% Tier Chance Phantom
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
Mythic · 0.9% Tier Chance Tank
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
Mythic · 0.9% Tier Chance Sentinel
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
Mythic · 0.9% Tier Chance Duelist
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
Mythic · 0.9% Tier Chance Tank
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
Mythic · 0.9% Tier Chance Titan
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: +25
Max Health: +112.5
Health Regen Speed: 4%
Additional Damage Factor: 12%
Legendary Clans - 4% Tier Chance
Kocho
Legendary · 4% Tier Chance Phantom
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
Legendary · 4% Tier Chance Titan
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
Legendary · 4% Tier Chance Technician
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
Legendary · 4% Tier Chance Titan
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
Rare · 12% Tier Chance Sentinel
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
Rare · 12% Tier Chance Duelist
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
Rare · 12% Tier Chance Technician
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
Rare · 12% Tier Chance Technician
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
Rare · 12% Tier Chance Technician
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
Uncommon · 23% Tier Chance Titan
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
Uncommon · 23% Tier Chance Titan
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
Uncommon · 23% Tier Chance Titan
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
Uncommon · 23% Tier Chance Titan
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
Uncommon · 23% Tier Chance Titan
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
Common · 60% Tier Chance Titan
Stats
Max Health: +16.5
Aokawa
Common · 60% Tier Chance Technician
Stats
Additional Damage Factor: 3%
Fujiwara
Common · 60% Tier Chance Technician
Stats
Max Stamina: +9
Fukukoshi
Common · 60% Tier Chance Phantom
Stats
Movement Speed Factor: 2%
Hagiwara
Common · 60% Tier Chance Titan
Stats
Health Regen Speed: 2%
Hozumi
Common · 60% Tier Chance Sentinel
Stats
Block Points: +3
Kanzaki
Common · 60% Tier Chance Technician
Stats
Additional Damage: 20%
Kazetani
Common · 60% Tier Chance Technician
Stats
Stamina Regen Speed: 2%
Kuroaki
Common · 60% Tier Chance Titan
Stats
Max Health: +13.5
Kurosaki
Common · 60% Tier Chance Sentinel
Stats
Block Regen: 10%
Mori
Common · 60% Tier Chance Tank
Stats
Damage Reduction: +1
Saito
Common · 60% Tier Chance Technician
Stats
Additional Damage Factor: 2%
Sakurai
Common · 60% Tier Chance Technician
Stats
Max Stamina: +7
Suzuki
Common · 60% Tier Chance Tank
Stats
Damage Reduction Factor: 1%
Toka
Common · 60% Tier Chance Phantom
Stats
Movement Speed Factor: 2%
Tsukino
Common · 60% Tier Chance Titan
Stats
Max Health: +18
Yukimori
Common · 60% Tier Chance Technician
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 - Kamado: The safest premium pick. Strong stats, crowd control, sustain, low-health defenses, damage conversion, and Sun Immunity make Kamado useful on almost any serious 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 technical PvP clan - Uzui: Enhanced Hearing keeps its 25% damage mark and 20% range increase. Musical Score still stuns the attacker but no longer blocks the incoming damage, so timing matters. Sound regaining Roar’s guardbreak gives the natural pairing a direct way to punish anyone trying to turtle through the marked window.
  • Best counter-based clan - Soyama: Bell Splitter and Combat Intuition reward good reads and successful offense. Shockwave remains the natural pairing after V0.17 because its strict-stun catch and armor-breaking counter survive the block-damage nerf, but all counters share one cooldown.
  • 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 now slows by 20% for five seconds, and three Water’s Clarity stacks add 15% Water damage. Flowing Motion and Flowing Counter give the build even more ways to extend or amplify a rotation. Urokodaki remains the easier progression and defensive alternative.
  • Best Thunder specialist - Agatsuma: Sleepless Knight still supplies Thunder damage, dash speed, and cooldown reduction. It remains A because Thunder’s longer Z windup and perfect-blockable X make the old pressure plan less consistent, despite the dash momentum correction.
  • Best Wind specialist - Shinazugawa: Windstorm Vigor supports strict-stun confirmation on Z and V, while V0.182 adds 30% block damage to Z, X, C, and V. Faster X and C startups plus a quicker ranged tornado make this one of the strongest specialist pairings in the game.
  • Best Insect/Poison specialist - Kocho: Poison Draw Mode grants Insect damage, movement, dash speed, poison damage, and cooldown reduction. V now starts chasing sooner, while V and C have shorter cooldowns, but slower starters and removed V invincibility still leave little room for a failed approach. The death poison also remains disabled in Arena and Ranked.
  • 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: If you'd rather keep the group alive than top the damage chart, Tamayo brings healing, full cooldown resets, damage reduction debuffs, and stamina/block disruption.
  • 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.

V0.195 gear sharpens builds without changing the Clan order. Firstlight Top and Bottom now provide 100 Stamina and 5% Damage Reduction each, making defensive Kamado, Himejima, and Douma setups easier to sustain. Nightfall Top and Bottom now add +2 Damage, +3% Additional Damage Factor, and 95 Stamina each, while the Cape adds more Health, Stamina, and damage. Rengoku, Shinazugawa, and other pressure Clans use those stats well, but the equipment remains available outside those families.

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 adds guard pressure and faster catches to its strict-stun routes. Tomioka rises within A because its stronger slow and Water scaling improve a coherent build, while Kocho’s better Insect cooldown loop still cannot restore V’s removed invincibility. 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

What is the best Clan in Slayers 2?

Kamado remains my current best overall Clan because its stats, control, sustain, low-health defense, and Demon utility work across almost any build. Rengoku, Uzui, Shinazugawa, Soyama, and Himejima complete S tier, while Tomioka leads A as the strongest Water specialist.

How do I get more Clan Spins in Slayers 2?

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.

Can you change Clans in Slayers 2?

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.

What is the best Clan for a Demon Slayer?

Rengoku is my safest all-round Slayer recommendation, while Shinazugawa has the strongest dedicated Wind pairing in the current build. Tomioka leads the A-tier specialists for Water, Agatsuma remains excellent for Thunder, and Urokodaki is the easier defensive and progression-focused Water alternative.

What is the best Clan for a Demon?

Kamado is my best overall Demon Clan in Slayers 2. Sun Immunity removes an enormous Demon-specific weakness, while Regen Adrenal grants +14% Health Regen Speed and lets health keep regenerating in combat for 7 seconds. Its strong stats, Indomitable Will, and Combat Intuition make the rest of the kit useful even before those Demon-specific bonuses.

Are Project Slayers Clans the same in Slayers 2?

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.

What are the Clan rarity chances in Slayers 2?

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.

Should I reroll a Rare or lower-rarity Clan in Slayers 2?

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.

Do all Clans have Skills and Passives in Slayers 2?

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.

Which Clans changed in the latest balance patches?

V0.195 does not directly change any Clan. The most recent direct Clan buff is Tomioka in V0.182: Tidal Blood slows by 20% for five seconds, and Water’s Clarity grants 5% Water damage per stack. V0.18 raised every flat Clan Health bonus by 50%, fixed Urokodaki’s Mask of the Master, and made Clan skill-tree progress persist through rerolls.

Is Kocho still S tier?

No. Kocho remains A in the current ranking. Poison Draw Mode still grants major Insect, movement, dash, poison, and cooldown bonuses, while Insect V now starts chasing sooner and V and C have shorter cooldowns. Slower starters, limited protection, and disabled Arena or Ranked death poison keep it below S.

Is Iguro still the best mobility Clan?

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.

Why is Shinazugawa S tier?

Wind already had one-second strict-stun windows on Z and V. V0.182 adds 30% block damage to Z, X, C, and V, reduces X and C windup by another 0.05 seconds, and makes the long-range C tornado 25% faster. Windstorm Vigor turns that improved base kit into elite specialist pressure.

Does a Breathing Style nerf automatically lower its Clan?

No. Clans have independent stats, skills, passives, and alternative builds. Uzui stayed S through Sound’s earlier nerfs and now benefits from Roar regaining its guardbreak, while Kocho remains A because its specialist bonuses improve Insect without removing every weakness. I rank the complete current build.

Did Slayers 2 V0.195 change the Clan tier list?

No. V0.195 changes equipment rather than Clan kits, so the tier order stays the same. Stronger Firstlight pieces help defensive builds, while stronger Nightfall pieces improve aggressive rotations, but those gear bonuses are available across multiple Clans.

Is Uzui still S tier in Slayers 2?

Yes. Musical Score remains less forgiving because it has a longer cooldown and no longer blocks the captured skill’s damage, but Enhanced Hearing still applies a 25% damage mark with increased range. Sound regaining Roar’s guardbreak gives Uzui a much stronger way to exploit that marked window.

Is Kocho better after V0.182?

Yes, but not enough to leave A tier. Hundred-Legged Zigzag starts chasing one second sooner and its cooldown falls from 20 to 18 seconds, while Fluttering Sting falls from 18 to 16. Those changes stack well with Poison Draw Mode, but the build still has punishable startups and no V cast invincibility.

How much Health do Clans give after V0.18?

Every flat Clan health bonus is 50% higher than before. For example, Kamado rises from +175 to +262.5 Max Health, Rengoku from +185 to +277.5, Tomioka from +78 to +117, and Tsukino from +12 to +18. This is a universal scaling change, so it improves durability without automatically changing every tier.

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!


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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

Topics covered: Roblox, RPG, Horror, Strategy, Arc Raiders

Find Nikola Savic on: Twitter

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