
Clans
All 41 clans with stats and kits, rarity odds, spin prices, and V0.145 keep pairings before you reroll.
By Bloxron Editorial Team · Last updated

Clans come from spins, not a pick menu. A roll can change stats, add Skills and Passives, improve a Breathing Style or Blood Demon Art, and sometimes unlock a Mode bar. There are 41 clans across six rarity bands. Save a keep before you spend more Spins. Early V0.145 still favors Kamado as the broadest overall panel, with Rengoku, Uzui, Soyama, Shinazugawa, and Himejima as other standouts when they match how you fight.
How clans work
- Stats: Health, Stamina, damage factors, block, regen, movement, and similar panel numbers.
- Skills: Active abilities on a key (counters, marks, zones, summons, Modes).
- Passives: Always-on effects — some help, some add drawbacks.
- Mode: Extra state after you fill a Mode bar (Heart Ablaze, Windstorm Vigor, Ghost Attendance, and similar).
- Odds in the spin menu are for the rarity band, not a guaranteed named clan inside it.
Standout keeps (V0.145)
Broad picks by role, not a ranked letter list. Match the panel to how you fight before you burn more Spins.
| Clan | Role | Why |
|---|---|---|
| Kamado | Overall / Demon | Broad stats, Indomitable Will, Headbutt guard disruption, Combat Intuition, sun immunity, and Demon-only Regen Adrenal. Default when one panel must cover both paths. |
| Rengoku | Flame / offense | Highest Supreme damage factor (+26%), Heart Ablaze, Ignition Hit burn, Katana mastery. Pairs with Flame's wider counter and faster held tools. |
| Uzui | Technical / mark | Enhanced Hearing mark now 25% (up from 20%). Musical Score commits on one activation. Strong beyond Sound alone. |
| Soyama | Counter pressure | Combat Intuition banks dealt damage; Bell Splitter punishes a read. Shares the global counter cooldown — alternate tools, do not stack counters. |
| Shinazugawa | Wind specialist | Mythic Wind home. Windstorm Vigor plus Wind's faster starters and X extender turn damage and stamina bonuses into real pressure. |
| Himejima | Bruiser / block | Stone Skin, mark (20%), Block Regen, and skill-to-M1 banking. Mark and Block Points were nerfed; the full defensive kit still wins close trades. |
| Douma | Demon defense | Attack dodges, clone recall (castable while stunned), BDA/weapon mastery, poison/flame resistance. Ice and general Demon kits both use it. |
| Agatsuma | Thunder | Sleepless Knight still grants Thunder damage, dash speed, and CDR. Longer Z windup and perfect-blockable X lower the old sky-high floor — still a strong specialist. |
| Tomioka / Urokodaki | Water | Tomioka for Flowing Motion resets and block-triggered Water damage. Urokodaki for passive Water damage, mask DR, EXP, and easier progression. |
| Kocho / Iguro | Poison specialists | Kocho keeps Insect Affinity and Poison Draw after shorter base poison. Iguro keeps Kaburamaru and Flash Step; passive move speed fell to 5%. |
| Shabana / Tamayo | Party | Shabana Core Detachment zone for group damage windows. Tamayo heals, full CD reset, and disruption — weak solo stats, strong coordinated PvE. |
| Sabito | Water / Katana (Rare) | Ghost Attendance (+100% dash speed, +15% sword damage) plus Katana mastery. Rare pool, endgame-viable when it matches. |
Rarity odds
41 clans total. Menu percentages are for the rarity band, not a single named clan.
| Rarity | Chance | Clans |
|---|---|---|
| Supreme | 0.1% | 4 |
| Mythic | 0.9% | 6 |
| Legendary | 4% | 4 |
| Rare | 12% | 5 |
| Uncommon | 23% | 5 |
| Common | 60% | 17 |
Spin bundles
| Bundle | Robux | Ore |
|---|---|---|
| 1 Spin | 5 | 1 |
| 15 Spins | 60 | 6 |
| 25 Spins | 90 | 9 |
| 50 Spins | 150 | 15 |
Supreme panel stats
| Clan | Health | Stamina | Damage factor |
|---|---|---|---|
| Rengoku | +185 | +125 | +26% |
| Kamado | +175 | +130 | +23% |
| Soyama | +170 | +128 | +22% |
| Uzui | +165 | +135 | +21% |
All four Supreme panels also carry +2 Damage Reduction and +6% Damage Reduction Factor. Keep any Supreme — build around it. Odds cover the rarity band, not a single named clan.
Supreme kits
| Clan | Class | Stats | Skills / passives |
|---|---|---|---|
| Kamado | Ascendant | +175 HP · +130 Stam · +23% ADF · +2 DR · +6% DRF · Sun Immunity | Indomitable Will (tap burst / hold zone); Headbutt guardbreak; Combat Intuition (store taken damage → cash-out); Demon-only Regen Adrenal; low-HP regen and DR passives. |
| Rengoku | Ascendant | +185 HP · +125 Stam · +26% ADF · +2 DR · +6% DRF | Indomitable Will; Heart Ablaze Mode (retaliatory burn + offense); Ignition Hit first-M1 burn; Master Swordsman; 50% Flame resist; Indomitable Will immunity. |
| Soyama | Ascendant | +170 HP · +128 Stam · +22% ADF · +2 DR · +6% DRF | Indomitable Will; Combat Intuition on damage dealt; Bell Splitter counter stance (miss = 2s no attacks). Shares the global counter cooldown. |
| Uzui | Ascendant | +165 HP · +135 Stam · +21% ADF · +2 DR · +6% DRF | Enhanced Hearing mark +25% damage taken from you (10s); Vital Draw (random heal / fist evade / stamina); Musical Score one-press capture; quest EXP; poison heals you. |
Mythic kits
Six Mythics. Usually keep and test before you spin past them.
| Clan | Class | Stats | Skills / passives |
|---|---|---|---|
| Shinazugawa | Tank | +135 HP · +90 Stam · +18% ADF · +5% MS · +5% HP regen · +2 DR | Marechi's Blade (HP cost, poison M1s); Windstorm Vigor Mode; Unyielding Spirit below 30% HP; weapon mastery; on-death and on-hit poison passives. |
| Himejima | Sentinel | +130 HP · +90 Stam · +17% ADF · +2 DR · +5% DRF · +10% Block Regen · +3 BP | Stone Skin Mode (M1 reflect + defenses); Enhanced Hearing mark 20% for 14s; Repetitive Action banks skill damage into M1s; quest EXP. |
| Douma | Tank | +120 HP · +95 Stam · +18% ADF · +5% Stam regen · +1 DR · +5% DRF | Extrasensory Perception (dodge next 3 hits); Speed & Reflex clone recall (works while stunned); +25% Evil Art / weapon mastery; 50% Poison/Flame resist. |
| Iguro | Duelist | +110 HP · +85 Stam · +20% ADF · +5% MS · +1 DR | Kaburamaru (homing bites / close bind); Flash Step; Serpent's Wrath Mode; Master Swordsman; poison amp and death revenge. Passive MS is 5% (was 25%). |
| Agatsuma | Phantom | +105 HP · +90 Stam · +19% ADF · +5% MS · +4% Stam regen | Enhanced Hearing mark 20%; Sleepless Knight Mode (Thunder damage, dash speed, CDR); Master Swordsman; Unconscious Combat high/low HP tradeoffs; quest EXP. |
| Tamayo | Titan | +75 HP · +25 Stam · +12% ADF · +4% HP regen | Pharmaceutical Skills (20% Max HP heal + full CD reset once per person); Demon Coagulant jab; Blood Bewitchment aura. Weak solo stats; strong party support. |
Legendary kits
| Clan | Class | Stats | Skills / passives |
|---|---|---|---|
| Kocho | Phantom | +75 HP · +26 Stam · +12% ADF · +5% MS | Poison Draw Mode (random Neurotoxin / Viral Decay / Adrenal Rupture); Insect Affinity (base poison ~5 ticks); poison immune; Aerial Mastery +25% airborne Sword; low-HP butterfly grace. |
| Shabana | Titan | +72 HP · +25 Stam · +13% ADF · +5% MS | Core Detachment zone (+25% ADF / +15% Max HP / +6% DRF for party); Poison Generation on M1s; Siblings Bond near allies. Do not rate around Blood Manipulation's removed infinite combo. |
| Tomioka | Technician | +78 HP · +24 Stam · +15% ADF | Flowing Motion (reset 2 random skills); Flowing Counter after block; Water's Clarity stacks; 30% Wen discount; Tidal Blood slow on attackers hit by Water. |
| Ubuyashiki | Titan | +85 HP · −10 Stam · −6% ADF | Self-Destruct; Soothing Voice (disable block 5s); Demon Slayer summon; +10% EXP and +2% Drop Luck; 50% Poison/Flame/Frost resist. Farm and progression pick, not pure PvP stats. |
Rare kits
Do not auto-reroll Water/Katana specialists in this band.
| Clan | Class | Stats | Skills / passives |
|---|---|---|---|
| Urokodaki | Technician | +46 HP · +9% ADF · +4% MS | +15% Water damage / −10% Water stam cost; Water mastery + EXP; party stamina aura; mask night vision; Mask of the Master +15% DRF while masked. |
| Sabito | Duelist | +50 HP · +10% ADF | Ghost Attendance Mode (+100% dash speed, +15% Sword damage); +20% Katana mastery; Family Bond Water damage with Makomo family. |
| Makomo | Sentinel | +48 HP · +10% Block Regen · +4 BP | Ghost Attendance Mode; Family Bond Water damage with Sabito family. Defensive Water/Katana lane. |
| Yahaba | Technician | +43 HP · +10% ADF | Disruption Pulse; Arrow Regen on landed Arrow skills; party buff with Susumaru (+10% Evil Art ADF and +10% ADF). |
| Susumaru | Technician | +40 HP · +9% ADF · +50% Additional Damage (separate; scaling TBA) | Tamari Regen (stam + short ADF on landed Tamari skills); same Susumaru/Yahaba party buff. Treat the 50% Additional Damage line carefully until isolated. |
Uncommon kits
Fine while leveling; fair reroll targets once Spins are spare.
| Clan | Class | Stats | Skills / passives |
|---|---|---|---|
| Kaneki | Titan | +27 HP · +5% MS · +5% ADF | Best general Uncommon offense/mobility. Family Bond +5% HP regen with Aori / Aoshima / Kurotsume / Yamagiri. |
| Yamagiri | Titan | +28 HP · +22 Stam · +5% Stam regen | Stamina package for leveling. Same Family Bond regen in party. |
| Kurotsume | Titan | +23 HP · +5% MS · +5% ADF | Mobility/offense Uncommon; slightly less HP than Kaneki. |
| Aoshima | Titan | +24 HP · +4% MS · +5% ADF | Plain early-game offense package + Family Bond. |
| Aori | Titan | +26 HP · +3% MS · +5% ADF | Slightly HP-heavy Uncommon; lower move speed than Kaneki. |
Common starter bonuses
Seventeen Commons — single-stat starters with no real kit. Reroll when you have Spins.
| Clan | Bonus |
|---|---|
| Yukimori | +30% Additional Damage (separate from ADF; scaling TBA) |
| Kanzaki | +20% Additional Damage (separate; scaling TBA) |
| Aokawa | +3% Additional Damage Factor |
| Saito | +2% Additional Damage Factor |
| Mori | +1 Damage Reduction |
| Suzuki | +1% Damage Reduction Factor |
| Kurosaki | +10% Block Regen |
| Hozumi | +3 Block Points |
| Tsukino | +12 Max Health |
| Ando | +11 Max Health |
| Kuroaki | +9 Max Health |
| Fujiwara | +9 Max Stamina |
| Sakurai | +7 Max Stamina |
| Hagiwara | +2% Health Regen Speed |
| Kazetani | +2% Stamina Regen Speed |
| Fukukoshi | +2% Movement Speed Factor |
| Toka | +2% Movement Speed Factor |
Keep pairings by build
| Build | Clan | Why |
|---|---|---|
| All-round / Demon | Kamado | Sun immunity, sustain, control, and broad stats |
| Flame / Katana | Rengoku | Top damage factor, burn Mode, Master Swordsman |
| Wind | Shinazugawa | Windstorm Vigor matches Wind's faster combo tools |
| Thunder | Agatsuma | Sleepless Knight Thunder package after the cast-speed rebuff |
| Sound / mark PvP | Uzui | 25% Hearing mark and simpler Musical Score |
| Counter / Shockwave | Soyama | Bell Splitter + Combat Intuition; respect shared counter CD |
| Stone / tank | Himejima | Stone Skin, block tools, skill-to-M1 banking |
| Water (active) | Tomioka | Skill resets and block-triggered Water damage |
| Water (passive / mask) | Urokodaki | Water affinity, mask DR, EXP, party stamina |
| Water / Katana (Rare) | Sabito | Ghost Attendance dash Mode and Katana mastery |
| Serpent | Iguro | Kaburamaru and Serpent Mode; plan around 5% passive MS |
| Insect / poison | Kocho | Poison Draw and Insect Affinity after shorter base poison |
| BDA mastery / Ice | Douma | Dodges, clone, Evil Art mastery |
| Group Demon | Shabana | Core Detachment zone and Siblings Bond |
| Party support | Tamayo | Heal + full CD reset and disruption |
| Arrow / Tamari | Yahaba or Susumaru | Art regen and Susumaru/Yahaba party buff |
| Farm / progression | Ubuyashiki | EXP, Drop Luck, summon — accept combat stat penalties |
Save and reroll tips
- Open the clan panel and Save a usable roll before you press Roll again.
- Legendary and higher trigger a replace warning. Read it before you confirm.
- Supreme: keep all four and build around them.
- Mythic: usually keep — test the kit before spinning past Douma, Tamayo, or Iguro.
- Legendary: check build fit (Kocho, Tomioka, Shabana) or farm value (Ubuyashiki).
- Rare: do not auto-reroll Urokodaki or Sabito on Water/Katana; Yahaba/Susumaru help Arrow/Tamari.
- Uncommon: fine for leveling; fair reroll targets once Spins are spare.
- Common: single-stat starters — reroll when you have Spins.
- A style-matched Rare can beat a mismatched Mythic. Judge Skills and Passives, not the rarity color.
- Burn playtime Spins and code Spins before Ore while you are still exploring.
Clans FAQ
How do clan spins work in Slayers 2?
Each spin rerolls your clan. Save locks the current clan. Rolling without a save replaces what you hold. Legendary and higher warn before overwrite.
What are the clan rarity odds?
Supreme 0.1% (4 clans), Mythic 0.9% (6), Legendary 4% (4), Rare 12% (5), Uncommon 23% (5), Common 60% (17). Those percentages are for the band, not one named clan.
How much do Spins cost?
1 Spin is 5 Robux or 1 Ore. Bundles: 15 for 60/6, 25 for 90/9, 50 for 150/15 (Robux / Ore).
Which clan should I keep overall?
Kamado is the broadest early V0.145 pick. Rengoku leads raw Slayer offense. Uzui, Soyama, Shinazugawa, and Himejima are the other premium standouts when they match your style.
What is the best clan for a Demon?
Kamado — Sun Immunity, Regen Adrenal, and a full combat kit. Douma for defense and BDA mastery; Shabana for coordinated zones.
What is the best clan for a Slayer?
Rengoku for Flame/Katana offense. Shinazugawa for Wind. Agatsuma for Thunder. Tomioka or Urokodaki for Water. Match the specialist to the style you actually train.
Should I reroll Rare or lower?
Not automatically. Urokodaki and Sabito can outvalue rarer rolls on Water/Katana. Uncommon is fine while leveling. Common is usually a temporary starter.
Are Project Slayers (Part 1) clans the same?
No. Slayers 2 rebuilt clans around Stats, Skills, Passives, and Modes. Judge each roll by its Slayers 2 panel, not Part 1 memory.
What changed in the latest clan balance pass?
Uzui Hearing mark rose to 25% and Musical Score needs one press. Himejima mark fell to 20% and Block Points to +3. Iguro passive move speed fell to 5%. Kocho base poison shortened to about five ticks. Agatsuma's replacement dash regained normal momentum.
Does a Breathing nerf auto-drop its clan?
No. Clans keep their own stats and tools. Uzui still helps beyond Sound; Kocho still has poison tools beyond Insect alone. Judge the full panel.
When should I reroll?
Reroll when Skills and Passives never touch your Breathing, BDA, or daily activities. Keep a matching specialist even if rarity is lower.