氏族Slayers 2 Clans: Rarity, Roll Odds and Passives
Your clan in Slayers 2 (Project Slayers 2) is rolled with spins and gives permanent passives. Supreme clans drop at 0.1%, so most players will reroll for a while. This page lists every clan by rarity, and the calculator below tells you how many spins you need for a realistic shot. Ranked picks are on the clan tier list.
Clan roll odds calculator
Chance of landing at least one clan of a rarity within a number of spins.
至Supreme Supreme clans (0.1% per spin)
| Clan | Tier | Skills and passives | Best for |
|---|---|---|---|
| Kamado | S | Skills: Indomitable Will, Regen Adrenal, Combat Intuition, Headbutt. Passives: Enhanced Speed, Pain Resistance, Adaptive Breathing, Damage Reduction Factor | The safest all-round pick for almost any build. Demons get the most from it: Sun Immunity frees a gear slot and Regen Adrenal only works on the demon path. |
| Rengoku | S | Skills: Indomitable Will, Heart Ablaze Mode. Passives: Pain Resistance, Master Swordsman, Ignition Hit, Status Immunity | Flame Breathing and aggressive Katana builds; it has the highest damage bonus of any clan. |
| Uzui | S | Skills: Enhanced Hearing, Vital Draw, Musical Score. Passives: Enhanced Speed, Indomitable Will Immunity, Tactical Intellect, Pain Resistance, Poison Conversion | Technical PvP, fist and stamina-heavy builds, and levelling thanks to the quest EXP bonus. It has no Sound Breathing bonus, so it works on any style. |
| Soyama | S | Skills: Indomitable Will, Combat Intuition, Bell Splitter. Passives: Enhanced Speed, Pain Resistance | Counter-heavy PvP duelists who win by reading attacks; on the demon path it pairs well with Shockwave. |
神Mythic Mythic clans (0.9% per spin)
| Clan | Tier | Skills and passives | Best for |
|---|---|---|---|
| Himejima | A | Skills: Stone Skin Mode, Enhanced Hearing. Passives: Pain Resistance, Tactical Intellect, Repetitive Action | Tanky melee and M1-heavy builds that mix skills into swings, for PvP and bosses. It has no Stone Breathing bonus despite the name. |
| Iguro | A | Skills: Kaburamaru, Flash Step, Serpent's Wrath Mode. Passives: Pain Resistance, Master Swordsman, Venomous Precision, Serpent's Venom | Serpent Breathing and poison duelists who reposition a lot. V0.17 cut its movement bonus from 25% to 5%, and Serpent V now starts 0.25 seconds slower. |
| Shinazugawa | A | Skills: Marechi's Blade, Windstorm Vigor Mode. Passives: Pain Resistance, Tactical Intellect, Marechi's Blood, Unyielding Spirit, Weapon Versatility | Wind Breathing and aggressive Katana bruisers; V0.17 gives Wind stricter confirms and a faster, longer V approach, which supports repeatable pressure. |
| Agatsuma | A | Skills: Enhanced Hearing, Sleepless Knight Mode. Passives: Master Swordsman, Tactical Intellect, Unconscious Combat, Enhanced Speed | Thunder Breathing mains; most of its damage bonus is tied to Thunder, so it is much weaker on any other style. |
| Douma | A | Skills: Extrasensory Perception, Speed & Reflex. Passives: Pain Resistance, Reactive Adaptation, Keen Intellect | Defensive demon and Evil Art builds that want ways out of combos, especially in PvP. |
| Tamayo | A | Skills: Pharmaceutical Skills, Demon Coagulant, Blood Bewitchment. | Party support and boss runs: a heal plus a full cooldown reset for the whole group. V0.2 raised its Health, Stamina and damage, so solo players no longer pay for the support kit. |
伝Legendary Legendary clans (4% per spin)
| Clan | Tier | Skills and passives | Best for |
|---|---|---|---|
| Shabana | A | Skills: Core Detachment, Poison Generation. Passives: Pain Resistance, Status Immunity, Tainted Blood, Siblings Bond | Group PvE and M1-pressure demon builds; the zone is strongest when a party fights inside it. |
| Tomioka | A | Skills: Flowing Motion. Passives: Pain Resistance, Flowing Counter, Serenity Discount, Water's Clarity, Tidal Blood | Water Breathing players who like longer fights and cooldown resets; the Wen discount also helps progression. |
| Kocho | A | Skills: Poison Draw Mode. Passives: Insect Affinity, Status Immunity, Toxic Essence, Aerial Mastery, Butterfly's Grace | Insect Breathing and poison builds; since V0.17 Poison Draw adds damage, speed and cooldown reduction for its duration, and the aerial sword bonus still suits jump-heavy sword play. Poison-immune opponents blunt it. |
| Ubuyashiki | B | Skills: Self-Destruct, Soothing Voice, Demon Slayer Summon. Passives: Enhanced Growth, Enhanced Drop Luck, Status Resistance | Farming and levelling: the EXP and drop bonuses help, but the damage and stamina penalties make it a poor combat clan. |
稀Rare Rare clans (12% per spin)
| Clan | Tier | Skills and passives | Best for |
|---|---|---|---|
| Urokodaki | A | Passives: Water Breathing Affinity, Breathing Discipline, Instructor's Intuition, Maskful Sight, Mask of the Master | An easy Water Breathing clan: passive Water damage and stamina savings with nothing to activate, plus strong defence if you wear a mask. |
| Sabito | B | Skills: Ghost Attendance Mode. Passives: Family Bond, Expert Swordsman | Water Breathing and Katana builds; the dash and sword damage mode is unusually strong for a Rare. |
| Makomo | B | Skills: Ghost Attendance Mode. Passives: Family Bond | Defensive Water Breathing and Katana builds that block a lot; the Water bonus needs a Sabito or Makomo in your party. |
| Yahaba | C | Skills: Disruption Pulse. Passives: Party Buff, Arrow Regen | Arrow demons, especially in a party with another Yahaba or Susamaru. |
| Susamaru | C | Passives: Party Buff, Tamari Regen | Tamari demons, especially in a party with another Susamaru or Yahaba. |
並Uncommon Uncommon clans (23% per spin)
| Clan | Tier | Skills and passives | Best for |
|---|---|---|---|
| Kaneki | B | Passives: Family Bond | The best general-purpose Uncommon: Health, movement and damage that suit any early build. |
| Yamagiri | B | Passives: Family Bond | Stamina-hungry builds while levelling; the only Uncommon that trades damage for stamina. |
| Kurotsume | B | Passives: Family Bond | Early offence and movement; the same bonuses as Kaneki with slightly less Health. |
| Aoshima | B | Passives: Family Bond | A plain early-game damage roll with no build requirement. |
| Aori | B | Passives: Family Bond | Early-game use; the smallest movement bonus of the Uncommons. |
常Common Common clans (60% per spin)
Common clans are the default families you roll most of the time. Each gives one small stat, such as +3% Additional Damage Factor or +18 Max Health, and nothing else; reroll as soon as you have spins. See the clan reroll guide.