Slayers 2 Clan Tier List – Best Clans

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 September 21, 2026: Reassessed all 41 Clans after the latest balance changes. Uzui strengthens its S-tier position, Shinazugawa moves to S with the improved Wind kit, and Agatsuma, Iguro, and Kocho move to A. Himejima remains S, with its reduced damage mark and Block Points corrected throughout.

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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
Soyama game image

Soyama

SUPREME
Shinazugawa game image

Shinazugawa

MYTHIC
Himejima game image

Himejima

MYTHIC
A
Agatsuma game image

Agatsuma

MYTHIC
Douma game image

Douma

MYTHIC
Shabana game image

Shabana

LEGENDARY
Tomioka game image

Tomioka

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’s improved Wind setup is a good example: damage and stamina bonuses become more useful when the underlying kit can reliably start and extend pressure. A strong bonus still needs an attack that connects.

RELATED: Slayers 2 Demon Slayer Progression Guide

This is still an early post-patch ranking, not a tier list carved into a Nichirin blade. I give more weight to repeatable damage windows, useful defense, and realistic build synergy than to a long string that only works against someone who never blocks. We need more time to assess optimized boss rotations, damage caps, and the safest routes between separate skills.

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% Roll Rate
Key stats: +175 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% Roll Rate
Key stats: +185 Health · +125 Stamina · +26% Additional Damage Factor · +2 Damage Reduction · +6% Damage Reduction Factor
Best fit: Flame Breathing, Katana and aggressive weapon builds.
  • Rengoku stays S for offense, with +26% base Additional Damage Factor and a strong Health/Stamina spread. Flame’s counter now answers skills, X reaches farther, and held V starts faster, giving the specialist build better ways to use its damage.
  • Heart Ablaze combines a damage bonus with movement, stamina recovery, and retaliatory burn. Punishing an attacker for hitting you is valuable, but it is not a reason to accept an entire combo just to apply the burn.
  • 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 stacking damage streams. Master Swordsman helps Katana and weapon progression alongside that combat value.
  • Flame resistance and Indomitable Will immunity give the build real defensive coverage. Flame’s new counter eligibility belongs to the Breathing Style, however; equipping Rengoku does not make every skill a counter. Boss-specific burn caps and optimal rotations remain TBA.
Uzui
S Tier Supreme Ascendant 0.1% Roll Rate
Key stats: +165 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 strengthens its S-tier position: Enhanced Hearing now makes marked targets take 25% more damage from you for its window, up from 20%. Plan your strongest confirmed attacks around the mark rather than spending the bonus chasing a target you cannot catch.
  • Musical Score now requires one activation and commits the capture immediately. Removing the extra confirmation makes its skill-imprint defense easier to use under pressure. That is not blanket immunity, and the first recorded hit should not be treated as automatically negated.
  • Vital Draw adds healing, M1 evasion with a fist bonus, or a large stamina refill. The random outcome means it cannot be your guaranteed heal or escape resource. Poison Conversion and Indomitable Will immunity still give the kit useful matchup coverage.
  • Uzui remains strong beyond Sound. Sound loses its guaranteed X guardbreak and much of its barrage guard damage; the stronger clan mark does not restore those mechanics. The broad offense, defensive tools, stamina pool, and quest EXP keep Uzui S even when another style suits you better.
Soyama
S Tier Supreme Ascendant 0.1% Roll Rate
Key stats: +170 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 experienced offensive players. Combat Intuition banks damage dealt while adding temporary defense, then turns that successful pressure into a Weapon, Breathing, or Demon Art damage bonus.
  • Shockwave is a stronger practical pairing after its strict-stun and steering improvements. Converting an opening into damage gives Combat Intuition more to work with, though its multiplier stacking and best cash-out rotation remain TBA.
  • Bell Splitter punishes a read with stun, a movement slow, and reduced fist damage. The failed stance still leaves two seconds without attacks, so holding another counter in your kit does not make a missed read harmless.
  • Keep the counters separate: Shockwave X now breaks hyper armor; that change does not establish the same property for Soyama’s Bell Splitter. Likewise, Soryu’s new armor and removed block bypass belong to the Fighting Style. This clan earns S through its own kit and realistic pressure builds, not inherited properties from every pairing.
Shinazugawa
S Tier Mythic Tank 0.9% Roll Rate
Key stats: +135 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 moves to S as a Wind specialist. Wind’s faster Z/X/C startups, X extender, and removal of V knockback directly improve the attacks that Windstorm Vigor supports. The bonus now backs a kit with a clearer path from a catch into sustained pressure.
  • Windstorm Vigor supplies +20% Wind Damage Factor, +10% Additional Damage Factor, reduced stamina costs, and extra movement. Keep enough stamina for defense after the string; cheaper attacks are only useful while you can keep a target in reach.
  • Unyielding Spirit adds defense and damage below 30% health. It can help close a fight, but Marechi’s Blade also costs Max Health to activate, so low-health offense needs a deliberate risk assessment rather than automatic button presses.
  • Weapon mastery bonuses help progression, while the Health and defensive stats support a bruiser approach. S tier reflects the practical Wind ceiling, not a requirement to be universally optimal. Exact post-patch weapon links and boss resistance still need assessment.
Himejima
S Tier Mythic Sentinel 0.9% Roll Rate
Key stats: +130 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 keeps S for its complete bruiser kit, although Enhanced Hearing’s bonus falls from 25% to 20% and the Block Point bonus falls from five to three. Its mark still supports offense across weapons and styles; the old numbers no longer belong in the comparison.
  • Stone Skin combines M1 reflection with Damage Reduction Factor, movement, and regeneration. That remains useful against close pressure, but armor and reflected damage do not prevent you from losing a health trade.
  • Repetitive Action rewards skill damage followed by M1s. Axe and Mace now hits 10% harder with M1s but attacks 15% more slowly, so an old skill-to-swing route needs another check. The weapon’s changed Damage Reduction value should not be treated as an extra flat 15% reduction without its formula.
  • Stone gains a second-hit V tap guardbreak and armor on its ultimate, partly offsetting the build’s nerfs. Its counter cooldown rises to 19 seconds, while Shockwave can counter armored commitments. Himejima stays broadly strong; exact weapon recovery, defensive formulas, and boss interactions are TBA.
A Tier — Excellent Clans
Agatsuma
A Tier Mythic Phantom 0.9% Roll Rate
Key stats: +105 Health · +90 Stamina · +19% Additional Damage Factor · +5% Movement Speed · +4% Stamina Regen
Best fit: Thunder Breathing, Katana, aggressive mobility builds.
  • Agatsuma moves to A as an excellent Thunder specialist. The replacement dash now carries normal dash momentum, but Thunder Z takes longer to start and X can be perfect blocked. Better dash behavior does not erase those new 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% Roll Rate
Key stats: +120 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 provide ways to recover an exchange that raw Health alone cannot replace.
  • Being able to return to the clone while stunned is valuable against combo pressure. We still need more time to assess priority against the newly added strict-stun effects and individual grabs before treating it as an answer to every catch.
  • Ice remains a natural control pairing, while other Demon Arts can also use the defensive package. If you equip War Fans, its X reset and self-buff now require a successful counter and its cooldown rises to 20 seconds. Douma does not remove those weapon restrictions.
  • Poison/Flame resistance and Evil Art/Weapon mastery support a flexible build. A tier reflects the need to place and use the defensive tools well, rather than automatic safety from a strong clan roll. Exact clone recovery and post-patch matchup interactions are TBA.
Shabana
A Tier Legendary Titan 4% Roll Rate
Key stats: +72 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 S-tier potential in a coordinated group. Core Detachment gives the user and allies a substantial damage, Max Health, and defensive window inside the zone, with a short linger after leaving. It works solo too; the constraint is keeping useful pressure within that area.
  • Poison Generation adds stacking percentage-Max-Health Blood Poison to M1s. That can reward repeated contact, but boss caps and practical stacking limits remain TBA. The Kocho base-poison nerf does not by itself establish a change to Shabana’s separate Blood Poison.
  • Blood Manipulation and Sickles no longer support the old assumed chain: Blood V loses strict stun and damage, while Sickle Z/X become slower. Do not rate Shabana around the removed infinite combo. Obi’s new guardbreak and higher damage offer another group-build option without a unique clan-to-Art multiplier.
  • Siblings Bond adds value when allies stay nearby, but bosses that move out of the zone or break the team’s damage window reduce the payoff. The early A placement reflects those positioning and uptime limits, not a penalty simply for being a support specialist.
Tomioka
A Tier Legendary Technician 4% Roll Rate
Key stats: +78 Health · +24 Stamina · +15% Additional Damage Factor
Best fit: Water Breathing, longer fights, economy/progression.
  • Tomioka rises within A as Water becomes more consistent. Water X tap gains a short strict-stun extension, X hold activates immediately, and Water Wheel gains faster tap travel plus armor on hold. Refreshed skills are worth more when you can turn them into another useful opening.
  • Flowing Motion still resets two random skills. It can extend your available rotation, but you cannot assume it always returns Water X or your preferred finisher. Plan a useful second choice before spending it.
  • Flowing Counter rewards blocking with extra damage on the next Water skill, while Water’s Clarity builds damage and efficiency in longer fights. Guardbreak recovery starting at 25% does not guarantee a safe block afterward: another hit cancels recharge.
  • Tomioka is my active-rotation Water pick; Urokodaki offers simpler passive efficiency and mask defense. The Wen discount also helps progression. Exact reset eligibility, guaranteed weapon links, and equal-gear boss rotations remain TBA, so neither clan is automatically the winner in every Water build.
Urokodaki
A Tier Rare Technician 12% Roll Rate
Key stats: +46 Health · +9% Additional Damage Factor · +4% Movement Speed
Best fit: Water Breathing, mask users, progression and party play.
  • Urokodaki stays A as an easy-to-use Water specialist. Its Water damage and reduced stamina costs now support a faster approach and a real X extension. The clan does not need a complicated activation sequence to improve repeated exchanges.
  • Mask of the Master grants +15% Damage Reduction Factor while wearing a mask. That is a substantial defensive stat, though the final reduction depends on the game’s formula. Water Wheel hold’s armor resists interruption; it does not replace Health or make incoming damage disappear.
  • Water mastery, EXP, and nearby-party stamina support make it especially comfortable for progression. These are useful alongside the combat bonuses, rather than a reason to inflate an otherwise weak kit because it levels quickly.
  • Choose Urokodaki for passive consistency, or Tomioka when you prefer cooldown resets and block-triggered offense. Both are strong A-tier recommendations after Water’s improvements. Exact sustained boss rotations still need assessment; there is no reason to reroll this build just because its rarity is Rare.
Iguro
A Tier Mythic Duelist 0.9% Roll Rate
Key stats: +110 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 drops to A because its Movement Speed Factor falls from 25% to 5%. Flash Step still supplies active repositioning, but the enormous always-on speed advantage can no longer carry its overall placement.
  • Kaburamaru retains homing pressure, percentage-Max-Health bites, poison, and a close bind. These give the clan value beyond raw movement. 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 still support Serpent/Katana builds, but Serpent C loses range and X protects its grabbed target from everyone except the grabber. That grab is less useful for coordinated team burst, even if your own sequence lands.
  • Iguro remains a capable duelist specialist. Plan around the shorter catch range and the opponent’s landing position instead of relying on passive speed to repair a poor approach. Flash Step’s movement animation alone does not establish invulnerability.
Tamayo
A Tier Mythic Titan 0.9% Roll Rate
Key stats: +75 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% Roll Rate
Key stats: +75 Health · +26 Stamina · +12% Additional Damage Factor · +5% Movement Speed
Best fit: Insect Breathing, Poison and mobile sword builds.
  • Kocho moves to A as a poison and aerial-sword specialist. Base poison falls from roughly nine ticks to five, reducing the value of a single application. This is a base-poison change, not confirmation that every Poison Draw effect or death passive has been halved.
  • Poison Draw still offers slows, stamina disruption, or percentage-Max-Health Viral Decay. The random result prevents a guaranteed route around one particular debuff, and Viral Decay does not stack. Refresh rules and boss caps remain TBA.
  • The Insect pairing loses safety and continuation: Z trades i-frames for armor and loses its final strict stun, while X gains windup and a longer cooldown. Insect Affinity’s damage support cannot restore either the old invulnerability or the old confirm.
  • Aerial Mastery keeps a separate offensive angle through +25% airborne Sword damage, which should not be applied to every airborne Breathing attack. Insect V is faster but drains 8% Max Stamina per second held, making short pursuits preferable. Kocho stays above Insect’s baseline tier for its independent debuffs and sword utility, though poison-resistant matchups still limit the build.
Sabito
A Tier Rare Duelist 12% Roll Rate
Key stats: +50 Health · +10% Additional Damage Factor
Best fit: Water Breathing and Katana builds.
  • Ghost Attendance gives +100% Dash Speed Factor and +15% Sword Damage Factor, which is a ridiculous amount of combat value for something sitting in the Rare pool.
  • Expert Swordsman adds +20% Katana mastery, so both leveling and the eventual end build naturally point in the same direction.
  • The Family Bond Water bonus is party-dependent, but when active it adds another +15% Water Damage Factor.
  • Sabito doesn't have the giant toolbox of higher-rarity clans, but as a focused Water/Katana pick it absolutely earns A Tier.
B Tier — Good, Usable Clans
Ubuyashiki
B Tier Legendary Titan 4% Roll Rate
Key stats: +85 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% Roll Rate
Key stats: +48 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% Roll Rate
Key stats: +43 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 in this early assessment.
Susumaru
B Tier Rare Technician 12% Roll Rate
Key stats: +40 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% Roll Rate
Key stats: +27 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% Roll Rate
Key stats: +28 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% Roll Rate
Key stats: +23 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% Roll Rate
Key stats: +24 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% Roll Rate
Key stats: +26 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% Roll Rate
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% Roll Rate
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% Roll Rate
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% Roll Rate
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% Roll Rate
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% Roll Rate
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% Roll Rate
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% Roll Rate
Bonus: +12 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% Roll Rate
Bonus: +11 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% Roll Rate
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% Roll Rate
Bonus: +9 Max Health
Best fit: Basic leveling.
  • Nine extra Health 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% Roll Rate
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% Roll Rate
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% Roll Rate
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% Roll Rate
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% Roll Rate
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% Roll Rate
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 early 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, Soyama, Shinazugawa, and Himejima complete my S Tier. Rengoku benefits from Flame’s broader counter and improved pressure; Uzui gains a stronger damage mark and simpler Musical Score capture. Soyama suits reactive offense, especially with the improved Shockwave kit. Shinazugawa earns its promotion through Wind’s new combo tools, while Himejima retains substantial defensive value despite its nerfs.

Agatsuma, Iguro, and Kocho remain strong A-tier specialists, but their old S-tier arguments need revisiting. Thunder is easier to react to in key places, Iguro loses most of its passive movement bonus, and Kocho’s shorter base poison arrives alongside Insect’s defensive and combo losses. None of that makes a well-built character an automatic reroll.

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:

RarityRoll 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%
Kamado
Supreme · 0.1% 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: +175
Additional Damage Factor: 23%
Max Stamina: +130
Sun Immunity
Damage Reduction: +2
Damage Reduction Factor: 6%
Rengoku
Supreme · 0.1% 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: +185
Additional Damage Factor: 26%
Max Stamina: +125
Damage Reduction: +2
Damage Reduction Factor: 6%
Soyama
Supreme · 0.1% 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: +170
Additional Damage Factor: 22%
Max Stamina: +128
Damage Reduction: +2
Damage Reduction Factor: 6%
Uzui
Supreme · 0.1% Ascendant
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 25% more damage from the user.
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 now commits immediately without a second confirmation press. A captured skill is perfectly blocked when its stored imprint triggers and is then spent. Do not treat the initial recording hit as damage-free. Exact post-patch listening duration, imprint lifetime, and simultaneous-imprint limit: 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: Poison feeds the user: any poison damage heals them for 1.5 times its amount, and only half of it lands.
Stats
Max Health: +165
Additional Damage Factor: 21%
Max Stamina: +135
Damage Reduction: +2
Damage Reduction Factor: 6%
Mythic Clans — 0.9%
Agatsuma
Mythic · 0.9% 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: +105
Movement Speed Factor: 5%
Additional Damage Factor: 19%
Max Stamina: +90
Stamina Regen Speed: 4%
Douma
Mythic · 0.9% 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: +120
Stamina Regen Speed: 5%
Additional Damage Factor: 18%
Max Stamina: +95
Damage Reduction: +1
Damage Reduction Factor: 5%
Himejima
Mythic · 0.9% 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: +130
Block Regen: 10%
Additional Damage Factor: 17%
Max Stamina: +90
Damage Reduction Factor: 5%
Damage Reduction: +2
Block Points: +3
Iguro
Mythic · 0.9% 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.
Serpent's Venom: +15% Poison Damage Factor, and takes 50% less Poison damage.
Stats
Max Health: +110
Movement Speed Factor: 5%
Additional Damage Factor: 20%
Max Stamina: +85
Damage Reduction: +1
Damage Reduction Factor: 2%
Shinazugawa
Mythic · 0.9% 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: +135
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% 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: +75
Health Regen Speed: 4%
Additional Damage Factor: 12%
Legendary Clans — 4%
Kocho
Legendary · 4% Phantom
Skills
Poison Draw Mode: Grants +5% Movement Speed Factor for the duration. Skills also gain one of three poison debuffs, rolled each time a skill lands: Neurotoxin Slow (-35% Movement Speed Factor and -10% Attack Speed Factor for 3 seconds), Viral Decay (2% Max Health per second, growing 1% per tick up to 5%, over 4 seconds; does not stack), or Adrenal Rupture (+6% Stamina Drain Rate and -50% Stamina Regen Speed for 4 to 7 seconds).
Passives
Insect Affinity: Insect Breathing skills poison their targets. +15% Poison Damage Factor. Base poison now lasts roughly five ticks instead of nine. Exact tick interval and refresh interactions: TBA. This does not establish the same duration change for every separate Poison Draw effect or Toxic Essence.
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.
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: +75
Movement Speed Factor: 5%
Additional Damage Factor: 12%
Shabana
Legendary · 4% 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: +72
Movement Speed Factor: 5%
Additional Damage Factor: 13%
Tomioka
Legendary · 4% 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 +3% Water Damage Factor and -3% Water Stamina Cost Factor. Stacks up to 3 times.
Tidal Blood: When struck by a Water Breathing skill, the attacker is splashed with tidal blood, applying -10% Movement Speed Factor for 3 seconds.
Stats
Max Stamina: +24
Max Health: +78
Additional Damage Factor: 15%
Ubuyashiki
Legendary · 4% 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: +85
Additional Damage Factor: -6%
Rare Clans — 12%
Makomo
Rare · 12% 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: +48
Block Regen: 10%
Block Points: +4
Sabito
Rare · 12% 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: +50
Susumaru
Rare · 12% 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: +40
Additional Damage: 50%
Additional Damage Factor: 9%
Urokodaki
Rare · 12% 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.
Stats
Max Health: +46
Movement Speed Factor: 4%
Additional Damage Factor: 9%
Yahaba
Rare · 12% 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: +43
Uncommon Clans — 23%
Aori
Uncommon · 23% 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: +26
Movement Speed Factor: 3%
Additional Damage Factor: 5%
Aoshima
Uncommon · 23% 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: +24
Movement Speed Factor: 4%
Additional Damage Factor: 5%
Kaneki
Uncommon · 23% 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: +27
Movement Speed Factor: 5%
Additional Damage Factor: 5%
Kurotsume
Uncommon · 23% 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: +23
Movement Speed Factor: 5%
Additional Damage Factor: 5%
Yamagiri
Uncommon · 23% 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: +28
Stamina Regen Speed: 5%
Common Clans — 60%
Ando
Common · 60% Titan
Stats
Max Health: +11
Aokawa
Common · 60% Technician
Stats
Additional Damage Factor: 3%
Fujiwara
Common · 60% Technician
Stats
Max Stamina: +9
Fukukoshi
Common · 60% Phantom
Stats
Movement Speed Factor: 2%
Hagiwara
Common · 60% Titan
Stats
Health Regen Speed: 2%
Hozumi
Common · 60% Sentinel
Stats
Block Points: +3
Kanzaki
Common · 60% Technician
Stats
Additional Damage: 20%
Kazetani
Common · 60% Technician
Stats
Stamina Regen Speed: 2%
Kuroaki
Common · 60% Titan
Stats
Max Health: +9
Kurosaki
Common · 60% Sentinel
Stats
Block Regen: 10%
Mori
Common · 60% Tank
Stats
Damage Reduction: +1
Saito
Common · 60% Technician
Stats
Additional Damage Factor: 2%
Sakurai
Common · 60% Technician
Stats
Max Stamina: +7
Suzuki
Common · 60% Tank
Stats
Damage Reduction Factor: 1%
Toka
Common · 60% Phantom
Stats
Movement Speed Factor: 2%
Tsukino
Common · 60% Titan
Stats
Max Health: +12
Yukimori
Common · 60% 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 now gives 25% bonus damage, and Musical Score captures with one activation. The easier setup improves consistency without making the defense automatic against every attack.
  • Best counter-based clan — Soyama: Bell Splitter and Combat Intuition reward good reads and successful offense. Shockwave is a stronger pairing after its buffs, but its armor-breaking counter is a separate tool with separate properties.
  • 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 choices — Tomioka or Urokodaki: Tomioka supports active rotations with resets and block-triggered damage; Urokodaki offers passive damage, stamina efficiency, mask defense, and progression. Water’s improved confirms help both. Exact equal-gear boss comparisons are TBA.
  • Best Thunder specialist — Agatsuma: Sleepless Knight still supplies Thunder damage, dash speed, and cooldown reduction. It moves to 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’s damage, reduced stamina costs, and movement now support faster starters, an X extender, and V keeping enemies in reach. This practical synergy moves it to S in my early post-patch assessment.
  • Best Insect/Poison specialist — Kocho: Poison Draw, Insect Affinity, immunity, and airborne Sword damage keep it A. Shorter base poison and Insect’s lost safety lower the previous S-tier recommendation; a good poison build still needs a direct-damage plan.
  • Best party damage support — Shabana: Core Detachment and Siblings Bond offer an exceptional coordinated damage window. A overall reflects zone positioning and uncertain boss poison limits, while the group ceiling remains high. Do not build around Blood Manipulation’s removed infinite combo.
  • 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. Scythe gains a larger Z hitbox and strict stun on X’s third hit; Gauntlets and Bladed Wagasa start Z faster. Those can help create a damage window, but a clan damage mark does not guarantee the follow-up. War Fans now needs a successful counter for its reset, while several weapons trade i-frames for hyper armor. Exact cross-skill confirms remain TBA.

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 moves up with Wind’s revised starters and extensions. Conversely, a clan bonus cannot restore Insect’s removed i-frames or make Thunder X immune to perfect blocks. 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.

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 around launch, 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 early best overall Clan for its broad stats, control, sustain, and Demon utility. Rengoku, Uzui, Soyama, Shinazugawa, and Himejima also sit in S after the latest balance changes. The best specialist depends on your actual build.

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 around launch, so check the current Slayers 2 codes list before spending anything.

Can you change Clans in Slayers 2?

Yes. Go to the character customization/Clan roll screen and use a Clan Spin to reroll. Before replacing a good Clan, check its Skills, Passives, stats, and build synergy rather than judging it by rarity alone.

What is the best Clan for a Demon Slayer?

Rengoku is my early overall Slayer recommendation, especially with the improved Flame kit. Shinazugawa is an S-tier Wind specialist. Agatsuma remains strong for Thunder, while Tomioka and Urokodaki are excellent Water choices after its combo and mobility improvements.

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 patch?

Uzui’s Enhanced Hearing bonus rises to 25% and Musical Score needs one activation. Himejima’s damage bonus falls to 20% and its Block Point bonus to three. Iguro’s movement factor falls to 5%, Kocho’s base poison shortens to roughly five ticks, and Agatsuma’s replacement dash gains normal momentum.

Is Kocho still S tier?

Kocho moves to A in this early reassessment. Shorter base poison reduces one-application damage, while Insect loses i-frames and a final-hit strict stun. Poison Draw and airborne Sword damage still give Kocho a strong specialist role beyond Insect alone.

Is Iguro still the best mobility Clan?

Iguro retains Flash Step, but its passive Movement Speed Factor falls from 25% to 5%. I no longer recommend it as the automatic mobility winner. Agatsuma and Sabito also deserve consideration for their respective Thunder and sword setups.

Why is Shinazugawa S tier now?

Wind’s quicker starters, X extension, and removal of V knockback improve how often Shinazugawa can use its damage and stamina bonuses. S tier reflects that practical specialist build. Exact optimized boss rotations and guaranteed weapon links still need assessment.

Does a Breathing Style nerf automatically lower its Clan?

No. Clans also have their own stats, skills, passives, and alternative builds. Uzui stays S despite Sound’s guard-pressure nerfs, while Kocho stays A even with Insect ranked B. The complete clan package matters more than copying its style’s 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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